I'll start, since most of the matches I've played have been against Chie.
Neutral:
Chie and her normals are fast, but Labrys has better hitboxes. For the most part, Chie has to play around Labrys's buttons to get in. Exceptions are properly spaced 5C (not the easiest to do unless you're standing still), 214CD (unsafe on block, armored), and from the air, I believe j.2D spaced properly can outrange 2B. For the most part, play patient, stick out buttons to let Chie know she can't come in for free, but don't get mashy or she'll just blow through and hit you...and Chie hits really hard. Both of you can answer your opponent's 5C with roll for the initiative (I think? Correct me if I'm wrong). Use j.B, it's a great tool, but if you're not careful and run out of air options she can dash up 2B your jumpin.
Offense:
If you land a clean hit into guillotine, it's now your turn. I'm not too sure about this aspect of the match, so I usually go for meaty 5C into stuff, since Chie's DP doesn't work on meaty 5C (again, correct me if I am wrong). Past that, I don't know about anything special for Chie.
Defense:
Chie's pressure is obnoxious and really terrifying, so you're going to be doing a lot of blocking. Her overheads are her AOA (very fast for an AOA) and jumpins (watch for low airdashes). Your DP isn't going to do much work here, so look to rolling out of pressure (even instant block 5A has a hard time getting out of a lot of this) and blocking some more. A good time to roll out is if she IADs or such. If she summons Tomoe when you're not in a whole lot of blockstun, you can hit her out of it, but on oki, you have to just block the mixup or guard cancel out.
That's more or less what I've gathered. I'm wondering if anyone found any other things that beat Chie's DP besides low j.B, far/meaty 5C, or max range 2A (I think, correct me)?
For defense, does anyone else have any other fancier options than just blocking and rolling out when there's an opening? If not, what openings are good for rolling/IB 5Aing out?
Thanks!