>>5033346
GGs Maki. Been too long since I've played Soku, my Tenshi should've performed better than that (though Sakuya has perpetually been a thorn in my side, those damn B bullets). Regarding your Iku, don't quite know what you need to work on, though it's apparent that something is seriously lacking. Perhaps better use of 6C would help you most. A fairly easy combo that can be done from a great number of ranges is 6C HJC9 j.6C 6D 2A 623C. It was better before Soku when it was easier to land and worked at even greater distances, but it's still nice for a damaging, half-screen to 3/4 screen distance poke that pushes the opponent to the corner and limits. Don't get too reliant though, it's very easily grazed when abused. Of course, once that happens you start canceling into 236/623 to surprise melee shenanigans.
You got a few pokes in that you didn't really follow through with, so definitely work on your basic B&Bs, 5AA 5C HJC9 j.5C 6D j.6A midscreen and 5AA 6C 623C in corner. Granted, a few times it's because the 2nd hit of 5AA whiffed, but in that case just cancel to 6C so you at least get something in there.
One rather gimmicky strategy that I've picked up on from other players is to land approximately where they're going to tech and use 22B. The hitbox stays out for so long that your opponent is forced to block as soon as they wake-up, but often they can't be sure exactly which side of you they're going to get up on. Of course this also beats wake-up mash, but anything beats that with the appropriate timing, this just saves you the effort of timing anything. Beating wake-up mash will of course give you the opportunity to combo from your 22B since they'll be locked in counterhit stun. This strategy is very very weak against wake-up graze, so again, don't become too reliant on this.