Re; anti-air, If you’re really on point, you can 2B certain things or careless air dashes, but in general her 2B is worthless outside of a corner reset. If you have a D-trap in range and read something, you get ~4k off an air throw meterless if you air throw them into the trap. (air throw into trap, 2[c], 5c, IAD j. a, j. c, 5c, 236B, 66, 5c, IAD j. a, j. c, 5c, 236a).
The bottom line about the character is she has an above average ability to control space with traps, but she’s not a zoner. If you try and play her like guile you’ll get counter-hit all day.
Three of the match-ups you listed (labrys, Narukami, Chie) are probably the ones where you’re most likely to get screwed for that play style because they have good character specific movements for pretty much completely ignoring traps. Movement with naoto is really important, and at the end of the day her lack of a real high means that you have to either have godlike tick throw setups, or you just have to win neutral.
Labrys - you just have to respect j. b, and pretty much all of her buttons since they have huge hitboxes and outstanding priority. Exploit the fact that she has a terrible DP and try to stay on her.
Narukami - A raging lion is minus on block, so just start attacking. Just keep an eye on their meter, as they might one more cancel it. the B one is plus on block, but it’s really slow, you can just avoid it in neutral. If you really see them coming in a block string you can DP them. I’ve seen a video showing you could 2B and air throw them out of raging lion in a block string, but I couldn’t get it to work.
Also this https://www.youtube.com/watch?v=_sZYnD1_A9E
Chie - Rampage is one of the few moves you can actually 2B, especially the B version. alternatively you can just use one of her other buttons to counterhit them out of it in neutral. I think I’ve seen more clashes with rampage than any other move in the game, so just be ready to hit more buttons. If they use it in a blockstring, just take it.
And skull cracker is super minus on block, the A and B versions are both punishable.
Akihiko - check out the Denpa v. Domi top 8 arc revo match. He plays the match-up better than anyone I’ve ever seen. You have to move a lot. The whole thing is that once he has you in blockstun you’re stuck playing the guessing game. Learn how kill rush and the follow ups work, it’s really the only way to figure out what’s going on. Basically if he does kill rush, he can do one of the follow-ups before he has to reset, which have different priorities, like kill rush sweep has different properties than sweep, his overhead gets new properties, etc.
The big mixup other than just high/low if command dash into throw, or command dash into something else. If you see the dash, just mash 5a; kill rush sweep is punishable, especially on instant block unless they’re at a high cyclone level.
Also stay at least sweep distance behind your traps, since the hitbox for EX corkscrew extends beyond his feet, so if you’re right behind your traps he can just sway into raw EX corkscrew and punch you in the dome. Even if it trades it’s hugely in his favor.
If you want a character than can zone to set up pressure, play Aigis.