I feel stagger strings are super important to Nanase pressure. Like in Melty Blood but unlike in ArcSys games, you can do your chains well after the hitstop ends on a move, allowing you to insert frame traps basically wherever you want, and with Nanase's excellent range on her B and C moves you can insert staggers wherever you feel like pretty safely (though, watch out for metered reversals.) When your opponents learn to respect your stagger strings you can run whatever pressure you want for free.
236 on block can be /okay./ if people don't have a solid reversal on hand and you have chain shift you can go to B and while they're pretty certainly going to block it, you can chain shift and either go low 2B or, before landing, float j.B v 2A for an easy high/low. And not everyone can punish the 6A followup passthrough or the 6C follow.up. Against people that can though it's really pretty bad,,,
As for 236C punish, from that distance you can actually get better damage than that. Confirming into 5C B+C j.8C j,C j.2C v 3C jc j.BB j.2C v 2C 214A~X is 3400 damage, and 5C B+C j.8C j,C j.2C v 3C jc j.BB j.2C v 2B 214A (delay)~X 623C (input other way) is 4085.From absolute max distance or near it, confirming into 5C can be troublesome, but you can swap the 5C and 3C in the combo for only 13 less damage. It's only from closer distances where you link 236C to 5B into a jump forward combo that you really see 3.2ish combos.
236C is a really good distance punish against quite a few things, really. 8 frame startup, crosses the screen in only a few more frames than that, easy to combo off of? May as well call it Cyclonic Arm, haha.