How I see it, ya need to try force the opponent to keep off of you, because, well, you aren't beating her mid screen or closer, ya just aren't. As all non supers vanish on hit a well placed D normal would pretty much stuff out alot of magnet attempts [i think Nu's standing 4D works {but that could just be shitty players}]. For the close range game, it's a case of get the hell off me, if you've conditioned them to respect your options 236C'll work wonders, otherwise it's more forcing TK214D/236D mix ups to send them back into the keep away zone. Koko's one weakness is if you stay ontop of her she can't get going, that well, so, do what we do best, and stay ontop, at the other side of the screen! =3