Work the crouch block more into your footsies. The second hit of Akuma’s f.rh whiffs on crouching Chun, giving you a free punish. If your Akuma opponent likes using f.rh, this is a great opportunity to score some damage on him. If you’re not confident of your reaction times, just punish with c.lk xx EX Legs, or c.lp x 2, s.lp, s.fp.
Work on hit confirming c.lk into EX Legs so that you don’t waste meter. Use meter if and when you have to, but Chun’s super can come in pretty handy in this match.
Sweep is not a good anti-air against Akuma. At all. If you see Akuma in the air, or you even think there’s the possibility of a jump/demon flip, just don’t do it. Also, be careful of ending block strings with sweep - your opponent wasn’t capitalizing on it, but that’s very easy to FA punish, or FA dash through for a meaty unscaled combo.
If you jump and you see your opponent going for FA, avoid hitting a button, land and throw them. If you see your opponent doing FA a lot in response to your jumps, start empty-jumping into throw, or jump in with stomp - this will allow Chun to bounce over the FA and potentially get a ground combo.
Don’t do DF+RH if it means giving up screen position.
You ate a lot of jump ins for…I don’t know what reason. Just block the jump-in, then worry about how you’ll respond after that.
As you saw, Kikosho is awful anti-air.
If you are going to do j.rh instant overhead, do it backwards. Forward is just asking to be punished. Although backwards is also plenty punishable - in general you should avoid it unless its a round-ender, or you think you can really take the opponent by surprise, or you know they don’t have a punish for it.