I have a little free time so I don't mind explaining Nanaya vs F-Kohaku a little.
First off, the first thing you just HAVE to come to terms with before you even start facing F-Kohaku is that she is one of Nanaya's worst matchups in the game pretty much regardless of what moon you pick. I'm bringing this up first because it's just the serious mindset you have to go into this matchup with, that you can't win unless you do some super serious work. Not that there's anything wrong with that, just trying to emphasize the gravity of how you have to go into it seriously and willing to catch the other player's mistakes at the drop of a hat.
Now that we have that cleared, they're 3 main reasons why FKohaku is a bad matchup for all Nanaya's moons in general, especially in console.
1) You don't have a run
This should be one of the more obvious reasons that would occur to better players, but many mid-level players forget this vital fact. Since you don't have a run and Fkohaku is all about laming you out with her godlike neutral and laughing at your pathetic attempts to work your way in, you not being able to move in on any mistake in her footsies properly or just move at her at will in general is a really bad thing to go into this matchup with.
2) All of her normals beat yours
I'm seriously not kidding on this one. Each time you're in a situation, she has a easy to use normal that will body any of your attempts to try and work around her normals. Your 2C loses to her 5C, 5B stuffs alot of your shit, 2B is a good anti-air, her Airgame JB/236B shut down your JC angle of approach, JC shuts down your attempts to JA.... the list goes on. All of her normals pretty much beat yours, and she has no reason to put herself in a situation in normal where yours might be able to win over hers. This means that in neutral you're either looking for a slight mistake to capitialize on or just some good hail-mary to fall back on.
3) She's hard for you to pressure properly
Because of her good 4f 2A and godlike
8f 5C ...7f 5C ;A;, it's really hard to pressure her properly. I mention the 2A despite other characters being in the same category because it's a problem when you're afraid of more than 1 poke out of any of your resets, and when she pokes out of your strings correctly it's just hell to deal with again since when it was finally your turn it's now easily over and you're back to working all over again. 5C forces you to not be able to do far-ranged resets at all, and limits your pressuring options pretty severely. As if this wasn't enough, after JBC JBC airthrow in the corner or just simple JBC, FKoha can try to test the CNanaya's execution with perfect meaty 2B timing [not as easy as it damn sounds] by doing 214C on wakeup. The Nanaya has to be seriously on point with any meaty 2B attempt otherwise once again you're fullscreen and have taken ~2k. If you're not on point and try to beat out the 214C by baiting it, the Fkoha can just simply chickenblock or mash on wakeup, and that can be extremely obnoxious. The easiest way around this is honestly just ending your airthrow in only 1 JBC for more meaty and just not messing up 2B meaty at all.
Despite these 3 major ass factors in the matchup, you have 2 decent things in this matchup to work with.
1) Your DP stuffs alot of her shit and automatically grants you your turn [C-Nanaya in particular, H not really, F's is OK.]
It's of course, baitable, but having a DP that goes through her setups and is probably one the best dps in the game in terms of sheer invul is something you want to force Fkohaku to worry about in the back of her mind. Just be cautious of the fact that Fkohaku doesn't have to go in on Nanaya that hard at all, and may not be willing to engage in perfect meaty often.
2)214B[C/F Nanaya] and 623C[H-Nanaya] can catch serious mistakes in her footsies
Yes, this matchup gets to the point where I'll honestly recommend relying on Nanaya's relatively ass 214B in footsies to catch any and ALL of her mistakes. Enforce that you ARE willing to do this to her mistakes, and pressure Fkohaku slightly to play a safer/better neutral game. Since 214B can lose to even 2A's in neutral, they're only 2 mistakes you're really looking for in footsies with these moves.
236(B) badly placed as C/F Nanaya
Most likely after 5[C] midscreen since she can cover two angles at once with 5[C] > 236(B). Your answer is to Shield the 5C and 214B her out of 236B. This is still pretty risky because she can special cancel this move on whiff into counter or 236C, which beats 214B straight up. Thus I'll emphasize not to get too reliant on this at all, and just focus on trying to catch a mistake instead of trying to beat the move itself.
5[C]/236(B)/236[A] as H-Nanaya
Since these moves take a while to charge and you can punish them from anywhere on the screen with 100 meter, be willing to react properly and catch her out of startup or recovery. She can of course, just simply not rely on these moves and still stuff alot of your shit, but if you're looking for Fkohaku to make a mistake, this is one you can't sleep on as H-Nanaya in this matchup.
Hope this was insightful for what it's worth. I didn't really go into detail over what HNanaya can do in this matchup in particular, but this should give a general gist of why the matchup is bad and what you need to lookout for and to generally just be really patient and on point at all points during this matchup.
P.S. : Another legit answer as to how Nanaya can beat FKohaku in console is to simply pick another character