Antiair standing Strong (parried) into Strong or Fierce DP works well, and if the DP is parried you can still sj. Also, if you use EX DP as antiair sometimes it ends up crossing up when they land…
EX DP hits or trades with the following things that are useful:
Everyone - UOH, jumping moves :^)
Ken - d.Strong, s.Strong, overhead w/Fwd, s.RH. Parried 3rd hit of Shippu can be punished with Jab DP, red-parried last hit can be punished with EX DP (although there are other alternatives that are better)
Chun - far s.RH, far Fierce, s.Strong, EX SBK, d.Jab, close s.Fwd. EX trades with B+Fierce with chance for juggle followup. EX DP after 2nd set of kicks from SAII can punish the last (easily parriable) kick.
Alex - any poke that’s not d.Short/Fwd/RH, the elbow rush, the Stungun (EX only, normal gets grabbed). Normal DP beats the stomp. EX DP vs. s.Fierce both moves completely whiff, but Makoto recovers with significant advantage.
Urien - anything except d.Short/Fwd/RH or throw. :^) Also most stuff you parry can be punished by EX or (if close) normal DP…
Yun - um. d.Strong (no chance to react though), divekick, rushpunch. Shoulder can be beaten with normal or EX DP if you time it right.
I’m at work, but there’s way more. Also, best followups for landed EX DP seem to be either d.RH (lots of stun + chance to dash in and followup, plus don’t have to figure out which side you were on when you hit) or superjump QCB+Fwd then taunt, or if you get good a normal DP (possibly short-kara’d). Superjump Fierce gives you less dmg and stun than d.RH plus they end up far far away and you get no chance to taunt, and s.Fierce also has no advantage over d.RH. Another alternative is wait, jump towards Jab and do the reset. (^.^) Not many people expect that.
More when I’m not at work,