Kojiroh does a dashing slash that starts low and finishes mid/high.
Close to opponent or countering, strikes low, sweeping opponent into a knockdown.
Kojiroh does multiple forward mid strikes. Strikes 3 times, strikes further forward with each strike.
Kojiroh dashes forward.
Kojiroh does a slashing projectile.
Kojiroh charges forward to deliver several strikes, ends with an Empty Death anti-air if it connects.
Super Desperation Moves
Kojiroh poses and and dashes through opponent.
Unblockable at full charging.
A good bnb in speed mode. You cancel the run into her special and get a knockdown. Follow with either of her otg attacks. You can also cancel the run into her DM if you wish or just do the DM at the end of the chain.
Kojiroh's range is her greatest asset. Her standing and crouching 's are godly pokes, and on power they do great damage as well. The combination of those 2 pokes with her crouching and her command dash allows her to do speed combos from a much greater distance than most other characters.
Her command dash is great for getting quick throws in, and if you mix it up with dash throws/fireballs/'s, you can really psyche the opponent out.
Remember, you can't air block while jumping forward, so ::/, is a great mix-up with the dash if you think they're going to try to do that to avoid the throw. Use the dash fireball when you think someone's going to try and run in.
Try to avoid using the version of her fireball, unless you're at max distance or playing fireball wars with someone, it's slow and leaves you open as hell.
You can use her command dash throw to grab people who're landing from a jump, or people who're afraid to move after being pressured.
It's much faster than a simple dash throw, so it's quite useful. Especially if you're playing her on power.
It's not as godly as some people seem to think it is though. She doesn't have the power to pressure people the way someone like Lee or Kagami can, so she really can't make as much use of this as you might think.
-You're probably better off playing Kojiroh in speed. She has more high/low options. If you play her in power, you're much more reliant on her pokes and dash mix-ups.
-Her jumping is your best air-air and her jumping is your best jump-in close up.
-Low jump and are your friends.
-Jumping can cross up.
-Off a sucessful ground-air parry, do ::
-Do her speed combos without the first + and you can get more range.
-Standing can link to itself so you can use it as a hit confirm from a bit of distance away
-Using instead of + in power lets you get your DM off from a huge distance away provided that you can cancel it consistently enough.
-Try command dashing behind people and then doing a fireball. (Alternatively you can try doing her super, but it's not safe if blocked)
-You must manually block every hit of her DM (Except for like the last few), otherwise you'll get hit by the whole thing. She's the only character this is true for.
-If you can't seem to do her super cancel consistently. Try hitting her DM off :+/ > + instead.
-If you hold on her SDM long enough, it becomes unblockable.
-Holding until she glows red for her unblockable makes it travel further.
-Her :+ ground attack has poor range. Use standing instead.
-More of a general tip: speed combo activations are only ever guaranteed off a parry