Is the OP of this thread accurate...?
I feel like breaking Kanji's Persona is entirely unrealistic most of the time, since he shouldn't be just tossing out C, D, or 236C/D against a zoning character anyway.
For the most part it seems like careful zoning and using Yukiko's mobility to leave the corner if she ever gets close to it, along with her usual fullscreen pressure games, and waiting for Kanji to pick an impatient option (DP or j.214A/B) are the key to playing the matchup. Up close Yukiko's in a bit of trouble since Dia only wins against really close options (maximum range 5A, among other things, will hit the guardpoint but not be in range for Dia to knock Kanji back), and she can't afford to guess the wrong wakeup option too much due to her 8500 life, so getting knocked down and hit with 236a/b at any point is always potentially a major turning point for Kanji.
5C is pretty strong as an anti-air, especially since Kanji's j.B is fairly slow and his j.A is rarely, if ever, a threat to grounded characters, but its recovery leaves you in standing state (which is always dangerous against Kanji's j.214A/B). Similarly, Agi and Maragi can open you up to j.214A/B, so it's important not to be at that range when setting them up. With the threat of 214214C/D, I would generally just avoid being on the ground near Kanji when he's in awakening, but before then throwing in the occasional 5A or quick pressure isn't a terrible plan; just have to be sure to mix up when to end the string and get away from any grab or DP attempts.