Less than 25 more wins until I hit 1000 with Kokoro! 70% win rate with her, so I'm looking pretty good.
Ended up fighting a lot more B/A/S ranked players. Wow, they aren't too good. Lots of gimmicks, little skill.
Been thinking about ways to approach with Kokoro and about defense too. Based on my experiences, it doesn't seem like Kokoro has many options for breaking an offensive beyond 2H+K, and has serious trouble with really fast mids. Kokoro herself doesn't have a good fast mid like Lei-Fang or some other characters have (maybe 3P). So her primary defense is looking openings to sidestep or hold. Can be kinda tough against characters who have a lot of horizontal, tracking attacks, and good mix ups like Kasumi's.
As far as approach, her 66P is pretty good. Seems rather evasive too in that it goes through a lot of attacks and works really well as a whiff punisher. In some cases, its better than Akira's 66P. It also opens up crazy mind games on the opponent. Do they try and hold and you force a throw or do you push a mix-up, or pressure game on them. Or do you go for a launcher and get guaranteed damage? Lots of good stuff. It doesn't seem to work well as a poke or pressure tool, however, because its mid a lots of players hold mid. So it doesn't seem like a good tool for getting in on opponents. With the input and the timing, it also doesn't feel like a good move to break momentum - especially at close range. 6P+K might be okay, but I don't like that 6P+KP isn't a natural. 33P could also work, but it feels slow. 7P's got a sabaki on it, but it isn't too reliable. Will need to look into it some more.
I've been postulating the idea that, if Kokoro were to get a buff, it would be nice if her Heichu had a catch/sabaki in reverse mid attacks like kicks or punches with her Heichu P. In other words, say Kokoro doesn 8P > Heichu. Heichu catches the retaliatory strike and the immediately counters with Heichu P. Or maybe instead of Heichu P, it would reverse with a unique move?
I also wonder if it would be possible to choose whether to do the Heichu throw or the Heichu stance from any of her Heichu follow-ups. So instead of just PPT you could have a PPP+K and instead of just 2H+KP+K you could also have 2H+KT. Could create some interesting mix ups and help with her linearity. On the other hand it could also make her ferociously more powerful than she needs to be.
Also... making 4T actually guarantee something... or at least put some threat on the player much like Akira's does. I kinda wanna see if Kokoro could get one or two of Akira's moves like 214P, 214P+K, 236P+K or his 66P+KTHK (mainly the low hitting K).
Heck, it'd be nice if all the characters in the game could have some of the more interesting throws of Akira/Pai.