Bushido
Well-Known Member
"Don't get too worked up!"
Overview
Kokoro is a rushdown character. She excels up close and has great tools to get in and keeps the opponent guessing with her mixups. She also has a great damage output to go with it, giving an average of 90+ points of damage with each combo. She also has the capability to scare people into not holding AND not to block with the way she opens people up and her unbreakable throw. When played correctly, Kokoro can be a monster.
Pros
+Opens people up EASILY
+Very high damage output
+Easy to pick up
+Good string mixups
+Fast 10/12/13
+Good mid range tools
+Great at baiting holds
+Great for more aggressive players
+Sexy
Cons
-Doesn’t know what tracking means
-Poor defensive options
-Heichu stance blows outside of stun
-Crushes lack variety (only crush being a high)
-Slow standalone launchers
-Can be too sexy at times
Legend
Directionals
789
456
123
1 –
2 –
3 –
4 –
5 – neutral
6 –
7 –
8 –
9 –
Terms
BT – Back Turned
Full Threshold – In this guide, it’s when the critical damage is red in stun
Threshold – When critical damage is yellow in stun
Mid Threshold – Critical damage is white in stun
SE – Slow Escape/Stagger Escape
buttons
P –
K –
H –
T – (throw)
P+K –
H+K –
Combat
CLOSE RANGE
Kokoro is pretty scary in close range combat if an opponent does not know how to handle her offense. She can use her plethora of string grabs or 6P+K to easily open people up. Her ability to delay strings is no joke either. As a Kokoro player in close range your goal is to overwhelm your opponent with her fantastic string mix-ups, grabs and delays with free cancels here and there.
Front turned
Pokes
P – This is a universal poke for all characters. It is fast at 10 frames and is to be respected due to the fact that it leads into strings and can be used as a tick throw (punch grab) setup.
K- Nothing special about this other than it being safe at -5.
6P – This is a 12 frame mid that causes a good stun on counter hit. It’s also nice for tick throw setups. Its string contains tracking and a safe ender. Use it.
2P – This is a really good tool for Kokoro. It is quick at 13 frames, crushes highs and is NEUTRAL on hit. This basically means that you can chose to either continue pressing your offense or perform whatever defensive action you see fit. Against characters with faster jabs or mids you may want to do something defensive when it connects.
3P – A 15 frame mid that has the ability to evade highs and high-mids if you chose to do the throw follow-up. Of course that is assuming the opposing player is poking and not using strings. 3P also goes into a high punch. In my opinion this should only be used as a counter poke or an stun extender. On block the mix-up is weak because 3PT and 3PP both lose to high crushes. Consider yourself lucky if you don’t see a 2P or a crouching opponent every time you attempt to do this move on block.
9P – This 15 frame high punch offers a good stun and is safe. The string follow-ups are not that great however. It is also a nice threshold break launcher.
4P- A high that has slightly longer reach than her 6P. There’s no reason to poke with this however because the first 3 hits of its string are a natural combo, meaning they cannot be held or sidestepped when 4P hits or is blocked.
H+K – This is a tracking high kick. -9 on block. All there is to it.
2H+K – This is a high crush that transitions into Heichu and has a follow-up low kick and mid punch that should never be used unless you connect with this move.
6K – This is a nice counter poke. It’s good way to setup throws or you can extend the stun by finishing the string (6KP). Not the best move to use on block because 3K is a better mid kick but it is an option if you feel like using it.
Strings
When utilizing Kokoro’s strings what you want to do is learn how to mix in string grabs, delays, free cancels, and the limited amount of built in tracking she has. This string based pressure is what makes Kokoro strong. Although she lacks tracking, free canceling into throws and well timed delays can still clip steppers. For those that need an explanation:
Free canceling – This is the term used for when one taps the guard button in order to cut a string short. The reason why this is done is to ensure that accidental moves are not inputted. For example let’s say I want to do something like 6PP then a P. If I do not tap guard to free cancel, I might actually end up delaying the last hit of Kokoro’s 6PPP string and get that instead of a jab.
Free canceling has both offensive and defensive uses. If you have conditioned your opponent to respect your strings you can get away with things like P FC T (aka punch grab or tick throw) or stopping a string and going into a new one. On the defensive end you can free cancel into a hold, sidestep, a crush, or just guard.
Delays – This is just slowing down the speed at which you input a string. It’s a good tactic because it baits players into believing that you have stopped your string or free cancelled when you actually have not. Utilizing these with free cancel mix-ups is a fantastic technique because it forces players to guess whether you are free canceling or delaying allowing you to get counterblow stuns.
Now for her strings:
PK – This is a great pressure tool. It goes into enders that offer tracking (PKK) safety (PK4K) and frame advantage (PK2P). You can free cancel at PK since all the follow-ups are to be respected, or you can delay the 4K follow-up into oblivion. BnB pressure string right here people.
*PK4K – There are a few tactics you can utilize after this string since it puts Kokoro in her back turned stance. One option is to back dash away and create some distance to punish any whiffs from your opponent. The other is to use her BT P+K which is a powerful high crush that will cause a sit-down stun.
PP – When you do PP with Kokoro your goal is to either free cancel or go for one of three things when it comes to strings:
PP6P – This is only punishable by grapplers if you know how to fuzzy guard and buffer a throw escape. This is there to keep players who are trying to strike their way out of Kokoro’s PPT in check.
PPT – This is what you want. If you connect with this you have won. They are forced into a situation where they have to guess between your Heichu P+K or 2P, both of which cause a stun that you can use to setup launchers and CB. You don’t even have to do Heichu P+K or 2P you can go into something like her 3K or throws to add additional mix-ups since she has 15 frames of advantage after this connects.
PP2K – Never finish this string. If you are going to do anything after PP2K it should be a free cancel into an offensive or defensive action. This is because the enders are unsafe and stepable. If you have to finish this string do it very sparingly and only after you see that your opponent feels like it is ok for them to disrespect PP2K.
Here are the less desirable options after PP:
PPK – You are never going to use this outside of stun. There is very little benefit in using this string outside of stun. It’s unsafe and both enders are unsafe on block. There isn’t even any mix-up; all the opponent has to do is duck. You should laugh your ass off if you ever catch somebody with PPKP. Roll on the floor laughing if you actually launch somebody with PPK outside of stun.
PPP – It is safe. But it’s also interruptible and only results in a knockdown. That’s pretty lame; you have better things you could be doing with her punch strings. Like PPT. In stun though this is a nice string to use for a wall splat and a mix-ups to PP6P which will also wall splat.
Moving on…
P2K – You use this to get some quick chip damage in as the K is an unseeable low. You have a few options after this. Free cancel it, Use P2KT, or P2KP. P2KP will cause a sit-down stun on crouching opponents and is safe from strikers at -6.
6PP – This should be one of your go to moves with Kokoro. 6PP will clip sidestep and allows for free cancel mix-ups because people who are knowledgeable about the string know that there is a linear mid punch at the end so they will probably try to hold or SS it at times. You can beat both options by free canceling into a throw. Like most of her other strings this can also be delayed into oblivion. The options this move allows for on block and hit are really good so make use of it.
6P6P – This string is unsafe against grapplers and you must fuzzy guard and buffer a throw escape against strikers. The point of this string is to keep people who disrespect 6PP with high crushes in check. If you can do that you will have a great time pressuring with 6PP tactics. This also has some ability to catch steppers even though it doesn’t track.
4PP – This string is good. Not only is this a natural combo; it is NEUTRAL on block! This means you can apply the same offensive tactics you use when 2p hits with this move; The difference being that the opponent is less likely to hit buttons due to the follow-ups:
4PP6P – This move is unsafe against grapplers and the usual tactics for safety apply against strikers. The reason you would use this despite 4PP being neutral on block is for delay mix-ups and to avoid trading hits with someone after 4PP is blocked. (Example if you free cancel 4PP, and decide to 6P the opponent can beat you if they jab or have a faster mid. 4PP6P will counterblow people that think its ok to press buttons after 4PP since it is part of a string.) Mix-up free canceling 4PP with this move for good results.
4PPP - This is a natural combo and is safe on block at -3. Really nice move to free cancel because 4PPPP is a threat to people who want to press buttons since the last hit of 4PPPP is a sit-down stun. 4PPP forces a hold in stun because the opponent cannot slow escape it. All of Kokoro’s launchers will connect. So unless your opponent likes the idea of giving you free damage they will hold. Use 4PPP / 4PPPP on block and during stun; you won’t regret it. You can also use this for the same purposes as 4PP6P if you delay it. I recommend against that though because delaying the last hit of 4PPP will not make it a NC, so the opponent can high crush, sidestep, or hold it.
4PPPP – This is a great move to use in stun. The first 3 hits are a natural combo so your opponent is forced to deal with a 50 / 50 scenario of “Is she going to do the sitdown stun or not!?” It is also safe on block against strikers at -6. Use it from time to time.
MID RANGE
Anyone who thinks Kokoro isn’t a threat at mid range is sadly mistaken. Despite the fact that most of her mid range tools lack tracking they are excellent when Kokoro is seeking to come in on an opponent or punish whiffs.
66P – Of course I’m going to mention this move first. What’s there not to like about it? It looks cool, its fast at 14 frames and it has priority over almost everything, gives a good stun on hit and is massive damage on close hit. All of this and it is safe on block. The only flaw this move has is because it is so good people want to stop you from abusing it; So they will default to mid punch hold at range which is something you can use to your advantage anyway.
P+K – A 22 frame high that is +1 on block. That means for the next attack Kokoro is as fast as Kasumi on all of her initial pokes (10 /12/ 13 becomes 9 / 11/ 12). It is a launch on counter hit and stuns on normal hit. It also has more range than 66P. It’s good yo; Use it.
6P+K – This is an astounding move. It is +3 on hit and has a holdable mid punch follow-up that is entry into the stun game. Use it at mid range or during free cancel / frame advantage mix-ups. At + 3 all of Kokoro’s initial pokes are to be respected. You can use the frame advantage to apply pressure or throw. Just be careful not to abuse the follow up to this move as you will be getting mid punch held all day by better players. Also try not to use it to the point you are reliant on it. It has been said that Kokoro will lose this tool in the upcoming DOA5U. You don’t want to have to spend more time adjusting to the loss of something than you need to.
214P – This is a great whiff punisher. It has good range and is NEUTRAL on block. Kokoro isn’t in range for her close range pokes to connect but if they opponent decides to press a button they will. You can use the space created on block to apply some whiff punishment tactics or play footsies.
3K – This functions exactly like PK only it doesn’t require you to be in jab range. Use it as a mid range poke or during free cancel mix-ups.
1K – This has decent range and goes into 3K mix-ups. If you free cancel Kokoro will be in BT and can apply some BT pressure.
1P – This move is a good way to get in because it has great range. It’s also a good stun extender. The sad thing about this move though is that its string is ass just like 3P. There is no mix-up after 1P. All the opponent has to do is 2p to blow up 1PP and 1PT. If you somehow manage to get them to block 1PP they only need to sidestep the last hit. The string just has too many holes for it to be effective on block. In stun it serves as useful hold bait if you cancel it at different points to aid your mix-up.
66P+K – This is a good mid range move at 16 frames. If it connects it will cause a stun that guarantees Heichu 2P. This forces your opponent to deal with a mix-up where they're forced to hold to avoid a launch or critical burst, which Kokoro can take advantage of.
33P – This move has a string grab and elbow follow-up that is -7. It is the same as her SSP. Mix-up what you do after it to make the most of it.
46P – This punch has long range and has decent speed at 17 frames. It’s a pretty deceptive whiff punisher at that because it’s unseeable. Hover around mid range and make your opponent think its ok to come at you then throw this out. You’ll probably get a stun or a counter hit launch. 46P has a tracking mid P follow-up that is -11. If they block 46P you just have to hope you can get something out of the follow-up mid. Otherwise you are getting punished.
8P – This comes out in 16 frames and is a high. It’s -6 on block and has Heichu follow-ups as well as a sit-down stun follow-up in 8P6P. 8P6P isn’t the best idea on block because there is so much they can do to avoid the sit-down stun. Fast mids and lows will interrupt it and it can be held since it’s seeable at 30 frames of execution. The opponent can also sidestep. 8PP is -6 as well and is a sexist move. It can be interrupted by jabs from females but not males. I’m serious. Going into Heichu is a risk. It’s explained later on in the guide.
2K – A quick low poke. It goes into her string grab and a mid punch that causes a sit-down stun on crouchers.
7P – This is her CB and a sabaki that defends against highs. It has a 2K follow-up with the same enders.
BT STANCE
At any point Kokoro is in BT stance you should go for one of three things depending on the situation: back dash away, P+K to crush highs and P / 4P strings to apply pressure. I wouldn’t recommend free with some of her BT strings because it can be quite easy to spot.
PPP – safe but linear. Not surprising and nothing special.
P6P – The second punch is the same as her 8P, only safe at -4. The same things I said about 8P apply to P6PP.
4P – One of the better BT attacks. 4P by itself is a launcher so you can use that during stun. 4PK strings functions similarly to PK strings and 4PT is her string grab.
P+K – A high crush that causes a sit-down stun. Use this if you expect jab retaliation when you are in BT stance. It’s also safe on block.
4K - Causes a sit-down stun like P+K, but is slower and unsafe at -8. Better to use P+K for a sit-down stun.
2K – Same deal as 2H+K.
BnBs
Kokoro’s bnbs are something special. Due to the fact they aren’t that difficult to execute and they work on all weight classes up to super heavy. So, you don’t have to change up your combos unless you’re facing Bass or Bayman
Full Threshold set by 6P+K P, PK
Threshold set by 6P+K P, P
Critical Bursts are off of Full Threshold
Off of 4P+K
Midscreen
K, 66P+K, heichu, P+K
Full Thresh: 101 dmg Thresh: 90 dmg Critical Burst: 113 dmg
At the Wall
9P, 9P, 9P, 6PPP + wall slam
Full Thresh: 101 dmg Thresh: 90 dmg Critical Burst: 113 dmg
Off of 7k
Midscreen
BT 4P, 66P+K, heichu, P+K
Full Thresh: 99 dmg Thresh: 88 dmg Critical Burst: 111
Nearing the Wall
P6P, 4PKP + wall slam
Full Thresh: 99 dmg Thresh: 87 Critical Burst: 110
“Aggro Launcher” bnb
PKP, K*, 66P+K, heichu, P+K
Thresh: 83 dmg *K is not possible Full Thresh: 102 dmg
“Flashy” Combos
4P+K, P+K, 6KP, 2KP
Full: 99 dmg Thresh: 87 CB: 110
4P+K, 9P, 9P, 9P, 9P, 2KP
Full: 97 CB: 109
Super Heavyweight BnBs
Off of 4P+K
Midscreen
9P, 66P+K, heichu, P+K
Full Thresh: 94 dmg Thresh: 83 dmg Critical Burst: 106 dmg
At the Wall
9P, 9P, 6PPP + wall slam
Full Thresh: 97 dmg Thresh: 86 dmg Critical Burst: 109 dmg
Off of 7k
Midscreen AND at the wall (add 5 for dmg with wall slam)
P6P, P2KP*
Full Thresh: 91 dmg Thresh: *P is impossible, 2KP 76 dmg Critical Burst: 103 dmg
“Aggro Launcher” BnB
Same inputs
Full Threshold: *K is not possible 91 dmg
Raw: 55 dmg
Threshold: 81 dmg
Force Techs
Force Techs and Pseudos are great options to keep your offense going. Though Kokoro of course is not Helena, she doesn’t revolve around force techs. However; it’s good for any player who plays a rushdown fighter to have in their arsenal. I’ve listed four for each of the weight classes, though Kokoro has many more. All are guaranteed force techs unless stated as a pseudo. Note: free canceling the 9p is very crucial for timing.
Featherweight
Full Threshold – 4p+k, 9p, 9p, 9p, 2h+k, k
Mid – 4p+k, 9p, 9p, 9p, 2h+k, k. Pseudo | 6p+k possible
Threshold – 4p+k, 9p, 9p, 9p, pp2kk
Full Threshold – pkp, 9p, 9p, pp2kk | Pseudo | 6p+k possible
Lightweight
Full Threshold – 4p+k, 9p, 9p, 9p, 9p, 2h+k
Full Threshold – pkp, 9p, 9p, 2h+kk
Full Threshold – 6kp pp2kk. Pseudo | 6p+k possible
Full Threshold – 4p+k, 9p, 9p, 9p, pp2kk. Pseudo | 6p+k possible
Middleweight
Full Threshold – 4p+k, 9p, 9p, 9p, 9p, 2h+k
Full Threshold – pkp, 9p, 9p, 9p, 2h+k, k | Pseudo | 6p+k possible
Mid Threshold – 7k, 4p, pp2kk
Threshold – 4p+k, 9p, 9p, 9p, pp2kk
Welterweight
Threshold – 7k, bt 4p, 9p, 2h+kk
Threshold – 4p+k, 9p, 9p, 9p, 2h+k, k | note: timing is strict on this one
Mid Threshold – 4p+k, 9p, 9p, 66p+k, heichu, 2p | Pseudo | 6p+k possible
Full Threshold – pkp, 9p, 9p, pp2kk | Pseudo | 6p+k not possible
Cruiserweight (aka Helena)
Full Threshold 4p+k, 9p, 9p, 9p, 9p, 2h+k
Full Threshold – pkp, 9p, 9p, 9p, 2h+kk | Pseudo | 6p+k possible
Mid Threshold – 33p+k, 9p, 2h+kk
Full Threshold – 4p+k, 9p, 9p, 9p, pp2kk
Heavyweight (aka Gen Fu)
Full Threshold – pkp, 9p, 9p, 9p, 2h+kk | Pseudo | 6p+k possible
Full Threshold – 4p+k, 9p, 9p, 9p, 9p, 2h+k (can’t believe that works…)
Mid Threshold – 4p+k, 9p, 9p, 66p+k, heichu, 2p | Pseudo | 6p+k not possible
Threshold – 7k, bt 4p 66p+k, heichu, 2p | Pseudo | 6p+k possible
Super Heavyweight
Full Threshold – pkp, 9p, 9p, 66p+k, heichu, 2p | pseudo | 6p+k possible
Full Threshold – 7k, bt 4p, 66p+k, heichu, 2p | pseudo | 6p+k possible
Threshold – 33p+k, 9p, 2h+kk
Mid Threshold – 4p+k, 9p, 2h+kk | timing is sketchy
Critical Bursts
Even though Kokoro clearly doesn’t need CBs to get her damage, it’s not always bad to have setups you can’t slow escape. They’re also great baits to catch people with the 214T. So, here’s a few.
All setups tested on Fastest
Stun > 3PP > 7P
Stun > 3K > 9P > 7P
Stun > 6P6P > 9P > 7P
236T > P+K > 7P
6PPP > 9P > 7P
Throws
Kokoro’s throws are amazing. They can scare people into neither holding nor blocking, give tons of damage, and one can guarantee so many things, including 100 damage at the wall.
5T – Her neutral throw. Only 5 frames but of course is escapable. Gives 40 dmg on neutral, 50 on counter, and 60 on hi counter. This will be one of your throw punishers
6T – Second throw punisher. 7 frames and isn’t escapable. Gives 45 dmg on neutral, 56 dmg on counter, and 67 dmg on hi counter. It won’t be able to punish all unsafe moves, so 5T would be your safest option to not risk a hi counter strike
66T – Just a regular throw option. Just 10 frames. 52 dmg on neutral, 65 dmg on counter, 78 dmg on hi counter
236T – The heichu throw. This will open people up if you’re pressuring and they’re blocking. Only 9 frames to execute and has 3 follow-ups: A useless high P, a powerful P+K mid that gives a CB that’s not slow escapable and can give a high launch height since it’s puts them in the threshold, and a low P that just keeps them in check and continues the stun. She can also go to the heichu mid string from 33PT, 66P+KT, PPT, P2KT, 4P2KT, and 2KT. Abuse this.
214T – The unbreakable throw. This is a must to master. This is the throw that will catch people that take the bait. Gives 65 dmg on neutral, 80 dmg on counter, and 97 dmg on hi counter (the one you’ll be getting on most people). All of that damage plus 5 if you wall slam.
2T – Your crouching whiff punisher, 5 frames and not escapable. 50 dmg on normal, 62 dmg on counter, 75 dmg on hi counter.
1T – Low hold whiff punisher. Guarantees a 7K that will yield 81 dmg and has the possibility of a wall slam. However, at the wall, you want to go for 66p > wall slam > 9p, 6ppp, a guaranteed setup that gives 105 dmg.
4T - This throw isn't recommended, being as it only gives +8 and you can backdash from it and avoid everything. However, there is one thing that can be viable, since a lot of people's reaction to 4T is to guard. So if, for some odd reason, you do 4T, the go-to option would be 6P+K
Guaranteed Setups
Kokoro has quite a few guaranteed setups that give plenty of damage. However, if the opponent can slow escape extremely well, her options are limited.
All off neutral hit | SE on fastest
Stun > 8P6P > 7P or 8P6P > 7K or 8P6P > 236P > 7P/7K
Guaranteed . To get the CB off of these setups you need to press forward 3 times in order to have a small dash forward, same for the burst off of 236P and the launcher. You’ll whiff otherwise. Same goes for the ‘Super Setup’
1KK4K > P+K > 33P
Guaranteed launcher
H+K > 46P
Guaranteed launcher
H+K > 66P > 4P+K
Guaranteed, but stance dependent
The ‘Super Setup’
This setup is guaranteed UNLESS the opponent is can SE well. It only works on slow, but gives 141 dmg on neutral.
1KK4K > 4K > 236P > 7P > BnB
Heichu Stance
The Heichu stance is almost like the Heichu throw. Besides the obvious difference it’s not a throw, it isn’t as safe as an option. You can get into the stance mid string with 3PPP+K, PP2KP+K, and 9PP2KP+K, or you can throw out the raw moves into the stance which are 2H+KP+K, 66P+KP+K, and 8PP+K. Outside of stun, the stance can be interrupted by any strike or even a throw and the follow-ups can be blown up by SideStep. So it’s best to use the stance while in stun. The 66P+K heichu P+K is also a great juggle ender, as you saw in the BnB section.
Free Cancelling 9P
The only thing really difficult about Kokoro is Free Canceling the 9P for juggles. Free canceling is basically pressing the hold button immediately so the rest of the string doesn't come out. The trick I use to free cancel quickly is rolling my thumb from P to H. You could just wait and press P again with out canceling, but you run the risk of continuing the string and you will waste damage. If you want to practice, go to training mode, pick Ayane (or the other two lightweights), and a flat surfaced stage. You should be able to do 6 9Ps in a row before dropping it, if you're doing it correctly.
By Bushido and Tenryuga
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