Can I get a critique on my Kokoro play please?
Sure. I'm not the best Kokoro player in the world, but I do think I have some advice that could prove useful.
After you get a knockdown (especially with a wall splat), it's good to go for a force tech. I personally like using 1KK and using 4K to force them up if they don't tech after 1K connects. This won't always stop wakeup kicks, but if you use it to keep pressure on, and either KBD out or hold your opponent's wakeup kicks from time to time, it can prove to be pretty nasty.
I, personally, think that going for a heichu throw after baiting a hold is a bad idea. It basically leaves you playing the guessing game instead of getting near to or over 100 damage if you go for it instead of her 214T. There are plenty of players that do use heichu after baiting holds, but the risk / reward it gives you is lacking.
From range, you use 214P a lot. It's not a bad move, but in a lot of situations, you can get a good stun going instead of resetting. 8P, 66P, 236P+K, 6K, 3K, 33P, SS P (though sparingly), and 1KK from certain ranges. All of these moves are great for catching your opponent pressing buttons if you space properly.
For whiff punishment, I'd say that Kokoro's 8P, 6K, 66P, and 236P+K are her best moves.
Her PK and 6P are also good moves for interrupting your opponent when they're free cancelling out of strings.
It's never a bad idea to go for a launch in level 1 or 2 stun with Kokoro since she gets fairly good damage even without having to play the stun game much, even though she is fantastic at playing the stun game.
If you're ever on PSN and want to play mirror matches, my PSN ID's Onsen-no-Osen. I'd be happy to play you some time.