I would refrain from commenting about how good or bad you think the character is on week one. Especially on a tech-building and info-gathering thread.
Just some general notes:
Blockstrings into web is interruptable by any attack that reaches far enough. In this game, that means lots of characters have ways to stuff you. If the opponent blocks 2 rekkas into web, they can forward dash out of the corner every time.
If the opponent shields 214X-X-B, it's a free punish for them, as you can not perform any extra air actions on the way down if your B web swing followup is shielded. This pretty much completely invalidates the "double overhead" pressure strategy previous mentioned, all they have to do is hold down shield and you are rooted. A shielded 214X-X-C is punishable. If your 214A-A-A gets shielded, the opponent can't punish you, but he does have frame advantage, so your pressure has effectively ended. Standing and shielding is even safe from empty swing into low/throw GRD break attempts, because the web you planted winds up getting shielded, which counts as a correct shield which means the opponent can instantly swich from blocking high to blocking low or throw tech. The only way to maintain frame advantage from a web swing against a shielding opponent is to 214X-X-D or empty swing, and this relies on the opponent respecting you enough to not press a button until the web you planted goes off.
B+C is not quite useless as the move looks exactly the same as 214X. People who see the blockstring and think it's a web placement will get beaten by this move if they hit a button, and it is quite a good combo starter if you have vorpal and can cancel it. However, it is interruptable by invincible moves (Hyde 41236C) and some characters can punish it on block (Hyde 236B). Basically you use it not as a traditional overhead, but as a web fakeout against trigger happy opponents, but only when you have vorpal.
I believe his pressure is going to be about frame traps, assaults (6D), tick throws and 3C/3[C]. Frame trap and whiff cancel with 2a, get the opponent to stop mashing. Byakuya has a number of great jump-ins and can mess with the opponent's anti-air shielding by altering his air trajectory with j.2C. It looks like you're going for an empty jump, opponent will try to beat it and get hit. Alternate that with actual empty jumps and the opponent will think twice about shielding against you. If the opponent is not shielding, you have more freedom with assault pressure and web swings.
3C is also a strong tool as the JP player in Zouf's post showed. The move wierds people out, having the same startup animation (minus the charging aspect) for both the low and overhead version. Once they know that 3[C] is an overhead, a common sight is the opponent seeing the move's startup and quickly switching to high block for a split second. If they switch too soon, they get hit by 3C, if they switch too late, they get hit by cancel into 2B. Smart opponents will react to the charging time, rather than the animation itself, and THEN block high, but it's still one more of the many things the opponent has to watch for against Byakuya. If they're waiting for an overhead to come, then you have respect, thus more freedom for hops, blockstrings into web swing, tick throw shenanigans etc. This might all just be player unfamiliarity with the character, but I guess we'll find out how strong this tactic is once people get used to it more...
Spiderman is rad.