Against Alpha, were you aware that she has no wakeup attacks? She only has that flying backdash thing, so when you knock her down, you can be on her ass all day. Jumping OH or even BT OH is good for catching her wakeup, and then she's back to square one again.She's annoying to fight, but keep her at bay with 1P.
I also noticed you didn't take advantage of any wall splats during that match too. After knocking anybody into a wall, follow up with anything and get dat free damage!
is a great wall follow up.
Against Bass, you are actually faster than him. You can pressure him with PP strings, 1PK, 1PKK mixups. Guard breaks work well because he is so slow. With that said, i usually keep Bass at range since there is little he can do at that distance except for barrel roll and wheel kick. You can easily punish those and keep him out with the usual stuff; 4FK, standing K strings, 1P, 7K, etc.
Like Tones said, i think you should press advantage more when you do land a guard break. I noticed you went right for throws, but you have enough advantage to land mids and keep pressure on opponents. I think throwing after guard breaks is best against people with special parries, like Leifang, eliot and hitomi, cuz most players know you have advantage, and will try to stuff it with their own shenanigans.