One more thing, say you have done a 236B->pit loop vs a chara with a dragonpunch like nanaya / shiki. Aside from a 236C, how do you keep the pressure up without getting ex dragonpunched for 4k on wakeup? Combos are nice and all, but it really doesn't matter if you cannot keep the pressure up, and that's where I'm having some issues at the moment.
It depends what you want to do. As far as safety goes, you have 236C and TK7/8 ribbons. Tohno/Nanaya DP's can be baited by a double airdash forward jump jC (the DP will go past you and they'll be vulnerable - this baits ANY wakeup move like this, like Hiero, Arcueid 22c, Red Arc 236c, etc). If you time your jC right, it will also clash with heat.
The thing is with TK ribbon and EX ribbons (especially EX ribbons) is the frame advantage. Using EX ribbons on their wake up gives you the following options:
A: dash 5C - doing this will hit them out of their jump startup or jump animation. Hitconfirm to either an aircombo and OTG or 2c Momiji loop (only 2 reps though, you already got a wallslam).
B: High/low. A smarter opponent will know that dash 5C will eat them alive if they jump, so they may block. Having that +14 gives an easy chance to set up a high low. An easy one to do is the common IAD jA airdash jC or IAD jA land 2A.
C: TK8 ribbon. Another option a better player will use is either a bara or heat. If they do a bara super, it keeps you far enough that you should be safe (there may be exceptions depending on your spacing). At the same time, if they block, you have +2, so you can pretty much do whatever.
Speed mixup. V Akiha has high airmobility, so you can take advantage of her speed to bait an EX/heat. It's usually done by IAD then airdash back whiff air attack, but there are other ways to do it - you can be creative here.