The first thing I noticed was an absolute abuse of Hayate. The best suggestion I can say is…don’t. It’s very tempting because a normal canceled into the Hayate seems very ‘quick’, and sequential iterations seems to give the idea that you’re applying offensive pressure. But, Hayate is something you really need to pick your spots for. The fact that ANY version of it can be Focus Absorbed means if your opponent doesn’t want to be put into block stun, he doesn’t have to…and he might get a counter crumple into free combo to boot.
The second thing I noticed was an under-utilization of Makoto’s normals. Please trust me on this…her normals are GDLK. If you want to put pressure on your opponent, use normals.
The only other things I have to say are pretty trivial. Like ^^^KenshinX said, you can’t play her like 3s Makoto; a lot of things were lost in translation. The risk/reward for rushing in to get a karakusa is not worth it at all, because once they get a reversal knockdown, they will jump in on your wake up all day. The true threat is really that she has the option to Karakusa, and which leads me to my final note.
Once you get a knockdown, you gotta start going for mixups. She has many options:
Whiffed Forward+HK to the other side and start pokes or jump in
Cross up with MK and either do block strings into overhead or command grab
Block string into tick throw with kara throw, follow up with jump in.
It’s ok to be up in your opponents face and not do damage. The pressure itself is enough to eventually make your opponent crack, and then you get your guaranteed damage.