Discuss the Kokonoe matchup here!
I'm not even sure how you should start off when the match begins.
It's not too bad for you to back off, and get charge, but at that same time you're letting her setup her stuff. However, it shouldn't be troublesome to get around considering we have [4]6D > 236D. Try not to charge for too long though because they can just dash and tag you with 3C (don't underestimate the range). If you see her dashing towards you just stop charging and engage in a different activity. If you opt to rush her down from the start you need to be wary that her j.A can beat you air to air UNLESS you use j.236A. She gets a full combo and setup from a j.A so be careful. Speaking of j.236A, it seems pretty useless to use the move in neutral, not much you're really achieving there. She doesn't need to rush to get in. Then there's her AA. It's really good, being head invulnerable from 4f until she stops charging (if they opt for it), and it can even hit behind her.
If you're pressuring her and she uses the teleport, occasionally our normals will autocorrect and tag her from behind, though of course if the normal whiffs, you've given her a free combo. I think I'd advise you to get as much experience against Kokonoe as possible because her pressure requires you to be attentive. You can poke her out of her overhead 6B if you have the reactions otherwise just block it, remember both hits are overheads. Some Kokonoe's will special cancel the overhead into the lightning pole when blocked, so if you try to interrupt it with a DP, you'll just get hit, and give her a free combo. You have two options against this; you can either block, or you can do the more risky option which is to IB the overhead and then micro dash 5A. It will hit her out of the startup of the pole (I have done this - just for confirmation). However if you're too slow, again you'll just get hit. Please remember her overhead is safe on block so you can't punish it even on IB. It's -2.
The main reason why I say you should be attentive is because she has stuff like 5B > 5C > Set gravity node > INSTANT OVERHEAD j.C and that will give her a full combo. It's difficult to react to and if you're paying attentive you should either poke her out when she gets the gravity node out, or get away. If you sit and block you will have to face mixup.
Her 5B can beat our 6B, so if you use something like 5B > 5C > 6B, be aware it can be beaten by 5B, since she's mid air from 4-9f. TGR & Ivysaur also found ways around her super fireball DD (214214A). 5C > 6B > 22D > get 3 hits from the fireball > dash 6C > into whatever. You take 589 from the 3 hits. You can't instant block or you'll take more hits from the fireball from the reduced pushback. 214214B takes too long to come down so you can do the same punish without taking the damage.
Alternatively, if you don't want to take any damage, 5C CH > 6C > 236236C > 236D > air ender works. Punishing it midscreen, you can just do dash 5B/5C CH > 6CC and you'll move forward enough to avoid it. You have to dash into it or you won't move out of the way in time. 2C CH > Blade Super also works. You have to do dash 2C if you don't IB, and the timing for that is pretty tight. Tsubaki's 3 options seem to be:
1 charge: 5C CH > 6B > 22D > get hit > 6C > combo and eat 589 damage. Don't IB. 50 meter: 2B CH > Blade Super > 6CC > combo stuff. Way easier on IB. 50 meter, 1 charge: 5C > 6C > 236236C > 236D > IAD combo with air ender.
Other points:
If you opt to back away and charge at the start of the match, try to make sure to have at least 2+ charge before getting in. Charge is extremely important here. Not just for combos, but for getting around her setups and even the black hole super setup. [4]6D > 236D is EXTREMELY useful in this matchup. Look at her meter when she's combo'ing (or even pressuring) you in the corner. If it's going to 50% or if it's more, you should burst, unless you want to get hit by black hole super. Her 3C can beat our 5B in neutral so try not to abuse 5B. 3C seems to be her only useful poke in neutral. Her j.A will beat your aerials. Counter with j.236A. Your 2C can be beat with j.2C. Meaty 5A 5BB should make her block if she backdashes and CH her if she teleports. Her 2A low profiles 5B so you have to be careful using it in midrange. A good example of a place not to use it at is after you block her 3C. 3C is good in neutral if you want to call out a trap or ball summon. Throw/Command Grab to punish her super is good because you will be invulnerable when the ball comes down. You can use banana super to lock her down long enough so that she can't stop you from running past traps but don't get too greedy.