I actually played a few rounds with
@6-Let last night to help improve my Kotaro. Really great matches, even if there was some trouble getting them setup and I was falling asleep by the end of them XD
Kotaro isn't really a rushdown char I'm learning. She's more a midrange hit and run style character. Her pokes lack a bit of range compared to other characters, but they're fast and effective, while her qcf+p in the air is a decent read move for ppl chasing you into the air and qcf+p is pretty much safe all the time unless you get parried, since you bounce off on hit. You can even chain qcf+p into her air qcb+HP which tends to catch most ppl off guard, especially if they're trying to get in to punish. She has good normals, but I'm learning she has a greater reliance on effective and fairly safe specials. It's actually a play style I like, since I tend to be overly reliant on my special moves as opposed to my normals.
Her Supers are where she both shines and has a few issues. Love Dart is a fun tool and can be chain pretty easily. The slow status it gives throws a lot of players off and makes running in for a grab or combo easy. Her air combo special is a different beast. It's possible to do a Tiger Knee (still have to practice that, thanks for showing me that 6-Let!) and get the special low profile, but you can also chain it off of QCF+P easily for extra followup damage, but it's a fairly weak special. You're better off using the meter on EX qcf+P (both air and ground) or Love Dart super.
The biggest thing that throws ppl off is her dash special. QCB+K throws her either straight up like a double jump feint, or forward wit both heavy and EX uses. It can be fun to use it to juke ppl and bring down the knife on their heads, but it lacks as much use as simple jumping back and throw kunai to bait the opponent for her dive attack. You CAN, however, if you the timing of a god, use it to cancel out of one move into another. For example: CHP>6HK>JHP can go into any of her 3 specials. If you delay the JHP, you can go into her dive, or if you don't you can throw a kunai for potentially extra damage as a sort of reset. Alternatively, you can do the QCB+HK to jump foward, and if you time it right, throw out her aerial supers for guaranteed hits, but the timing of it is hit or miss, and the frame timing online is near impossible.
Her little hop grab is a great move if you can time it right, as you can go right into 6HK or 2HP>QCF+LP or jabs>QCF+LP. The issue with it is that a lot of characters will be trying to get around you and expect either a jump in or for you to dash in with her QCF+P. Its best used more like an OS, with the hop able to avoid some attacks and get around some ppl's defenses. You don't want to use it in neutral unless you want to get punished or eat an attack expecting you to use a different move.
Either way, really enjoying her and looking forward to putting some time into the lab to figure out some more devious setups with her.