If he jumps forward, which he needs to do to get in reliably, Dash under him.
If he stays on the ground, play the bully and beat at him with max range 5c/2b.
Don't be afraid to approach him so long as you force him to block.
623c cancel stein sets if he sledges and blow him back, air uppercut if he tries to drag you in out of air stein set.
On his wakeup do 5a meaty, if he does MTW you can DPxN until he loses, if he backdashes, 5a will whiff and you can punish the incoming grab attempt/backdash recovery with FC j.2c, it times itself perfectly.
Nice video, I can't thank you enough for covering stuff like that.
Very small notes you might want to consider:
-for 2c otg > Yata, be sure to include 5c, it's free damage and heat, so 2c 5c Yata
-after omohikane knockdown, back up a bit before catching their tech with 2b, it gives you the spacing to go into 2b 5c 6c SoD 6b, for a considerable upgrade damage wise.