Personally feel that the match-up is not in Akihiko's favour, which Labrys pretty much overwhelms Akihiko unless he can get a knockdown and is in her face. Her range is longer than Akihiko's and safe enough that she can build it up to red meter relatively easy since Akihiko doesn't have any long range pokes to harrass her.
j.B destroys most of Akihiko's air options on range alone, which you can only challenge if you meet her in the air early enough to j.A or j.B. Whilst 2B is unreliable and definitely not something you want to use when she has red axe because you're going to eat a Fatal Counter from it.
That said, once Akihiko gets in Labrys has to respect his offense because she can't just R-Action as you can reaction R-Action her attempt even if you're pressing 5A on her. However, her R-Action does beat D Weave mix-up because of its range and I think it beats his AoA and his R-Action if timed incorrectly. Knocking down Labrys (and in the corner) probably is where you'll have the most advantage because she's forced to guess high and low (2C and sweep even 5C is good since you can dash cancel) and can't do anything about it since they're safe to use with the sweep allowing you to go into killrush and from there you pretty much keep pressuring her till she tries to R-Action to which you can either R-Action back or block and get a Fatal Counter with 5B.
One thing to look out for is Labrys in awakening. You do not want to be pressing buttons when she wakes up because Weaver's Art: Breaking Wheel is a very good reversal that's fast, safe and leaves her at an advantage.
Haven't really used 5D all that much because in general it acts like a double edged sword that can mess up both players.