Kokoro STRATEGY
Neutral & Strategy
(Example: This character fights around sustained close-range pressure and reads through defensive options (Rondo, Holds). Short reach means forcing your way in from mid-to-long range is risky — the key is finding ways to close the distance.)
Gameplan by Range
Close Range
(Example: Your strongest range. Control the pace with strikes and mix-ups.)
| Action | Move(s) | Notes |
|---|---|---|
| (Example: Offense starter) | (Example: PP / PK / 6PP) | (Example: Open with fast moves and hit-confirm into extensions) |
| (Example: Continue pressure) | (Example: 3P / 66K) | (Example: Extend Critical Stun into launchers or mix-ups) |
| (Example: Defensive option) | (Example: Rondo / Hold) | (Example: Read and punish mashing or counterattacks) |
Basic Approach
- (Example: Start offense with strikes → extend Critical Stun → launcher or continued mix-up)
- (Example: If a full string is guarded, switch to defense)
- (Example: Insert Rondo or Holds at counter-attack timing)
Close-to-Mid Range
(Example: Primarily a "reaching in" range.)
| Action | Move(s) | Notes |
|---|---|---|
| (Example: Approach) | (Example: 4PK / 9KK) | (Example: Good reach — transitions to close range on hit) |
| (Example: Poke) | (Example: 3K / 9K) | (Example: Used to stop the opponent's movement) |
Basic Approach
- (Example: Prioritize getting to close range)
- (Example: After a hit, transition to close-range battle)
Mid Range
(Example: A range where you're at a disadvantage. Don't force moves here.)
| Action | Move(s) | Notes |
|---|---|---|
| (Example: Poke) | (Example: 3K / 9K) | (Example: Suppress the opponent's approach) |
| (Example: Approach) | (Example: Dash / Guard walk) | (Example: Close the gap while minimizing risk) |
| (Example: Ambush) | (Example: Run K / Wheel K / Wheel T) | (Example: Attack from outside the opponent's awareness) |
Basic Approach
- (Example: Outranged here — don't throw moves out carelessly)
- (Example: Focus on spacing and approaching)
- (Example: Holding to intercept is also a valid option)
Long Range
(Example: Fundamentally a disadvantaged range.)
| Action | Content | Notes |
|---|---|---|
| (Example: Approach) | (Example: Dash / Step) | (Example: Closing the gap is the top priority) |
| (Example: Wait) | (Example: Guard) | (Example: Read the opponent's intentions) |
Basic Approach
- (Example: Don't attack recklessly)
- (Example: Wait for an opening then close in)
Range Management
(Example: This character's effectiveness varies greatly by range.)
- (Example: Close range = strong sustained pressure)
- (Example: Mid range = outranged)
- (Example: Long range = limited offensive options)
→ (Example: Always be looking for ways to get to close range)
Key Move Usage
PP / PK
(Example: Core starter for close-range offense.)
- (Example: On hit: continue pressure)
- (Example: On guard: wait or use defensive option)
→ (Example: Don't over-rely on completing the full string)
6PP
(Example: Main offensive tool.)
- (Example: On hit: transitions to Critical Stun)
- (Example: On guard: risk of being punished)
→ (Example: Don't force it on guard)
3P
(Example: Core pressure extender.)
- (Example: Large frame advantage)
- (Example: Links into launchers)
→ (Example: The backbone of sustained offense)
66K
(Example: High-reward mid option.)
- (Example: Good situation on hit)
- (Example: Risky when read)
→ (Example: Use at key moments)
Rondo
(Example: Defensive counter tool.)
- (Example: Nullifies punches)
- (Example: Weak to non-covered options)
→ (Example: Use on a read)
Flower Wheel
(Example: Ambush and pressure extension tool.)
- (Example: Closes distance while applying mix-up)
- (Example: Effective in okizeme)
→ (Example: Use outside the opponent's awareness)
Strategy Summary
- (Example: Sustain close-range offense)
- (Example: Don't overextend at mid range)
- (Example: Win the read with defensive options)