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If you are adding more match-ups, I would say that Korone and Fubuki ones are roughly the same in terms of being oppressive to Coco. Both characters have half-decent zoning tools and invincible reversal options which makes it hard to fight them when they get a life-lead. The fact that they can control their projectile speeds to bait responses makes their offense and defense pretty strong against Coco's tools.
After seing all the hitboxes and reading about them, I think that most of the worst matchups are caused by them. Like what you gonna do if opponent WILL CERTAINLY shoot down any of your options with ONE move? Not much. Hope it get fixed.
Raptor Boost is also a decent call-out against KD mashers if timed properly, though your damage from this is reduced by 50%. If you use it too early, no grab hitbox will emerge and you will look very stupid
The Akirose match-up is far more oppressive than Botan match-up (Mukirose zoning + teleport mixes are so f**ked against Coco particularly, why is this meterless???), with the only saving grace being that Aki has very unsafe overhead pressure so you can get space control if you're patient. I actually recommend Roboco to help with space control for this match-up over Kiara, as threatening reflected projectiles against Aki gives you almost no value when you consider the other good pokes she has. (And no, Mukirose is not a projectile).
Fought a solid Ayame for hours, and it felt like I was playing Ino against Happy Chaos in Strive. Any rounds or matches I won, it was only off their mistakes and doing hard reads that could end me if I guess wrong thrice. Playing Coco is the pinnacle of pain, peko.