Here's another strategy. I recently discovered that Dead or Alive is like other fighters now when it comes to okizeme. It's not about getting them on the ground and forcing them to tech. You kinda of want to tech trap them and to do that there's 3 elements of beating them.
1. Scare them out of wake up kicks
This might be the toughest part. Every wake up kick situation is 50/50 not including them getting up and grabbing. If you can see a pattern and guess it right, eventually they'll feel discourage from throwing them out, and this is where you take control.
2. Force Tech
Chances are that some will just stop trying anything as far as retaliation goes purely out of frustration, or to take time to think of what to do next. This is where you gotta apply pressure. Force them up and continue your onslaught and eventually they'll get the picture.
Just because they don't get up right away though, doesn't mean they won't get up, so if you throw a slower move, chances are you could be at disadvantage after they get up, or worse, you may have to take a wake up kick. Here's some options:
3. Standing Trap
This is the riskiest part. After they realize that they can't lay out or wake up kick, they'll simple get up. This means that they will be invincible until they can block themselves, but most will try to retaliate instead, but even if they block, it's your move even still. If they do try to retaliate without using a wake up kick (ex. getting up and grabbing or using a punch), your move will get counter/hi counter hit, meaning the possibility at huge damage.
See now the great part about this is you advantage is always going have the potential to make your move come out in 1 frame as opposed to them. In other words, you use the move a bit earlier and while they're in the start up frames of their move or grab, you'll impact in the 1st few frames. Using this you can keep the pressure up as long as you keep one and two in check. It works best with strings, just in case you screw up the timing on the first input. Here's some good ones for Hitomi.


- Use the guard break pressure, more likely to connect

Mix-ups

Mixups


- Mixups

Mixups



Mixups, Use guard break to pressure people who get up and block, and exchange kick for people who expect the last mid punch.

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- The embodiment of Risk taking. At the wall this becomes especially useful. 
offers +6 which will put you in and advantageous state or make way for a free wall combo for 100+ damage on NH. This is because 
is 70 raw damage, + a wall for 80 damage(90) on electric, then you get a free wall combo. If you hold it out longer, it won't give you more damage, but it will give a +23 guard break where you can put together a quick cb combo, the problem with getting a cb combo after guard break is that if there's no wall, the push back is pretty extreme, so you'll have to dash in quickly to get your combo, which dwindles down the options to 66kkp or 66~7PP, and other faster things with less of a stun. I usually just go with 66~7pp, 3k, 6p+k (CB), 33P, 7pk, p+kpp.

is just her power blow. It gives +17 on block same deal for what to do with it except if you land the powerblow, it's about 80 raw damage not including walls, I'd say do this as a finisher... but it's up to you. If it lands, guaranteed damage. If it doesn't, there's also guaranteed setups and you can still go for cb setups as well.
Always remember that they can wake up kick you even still in these situations so take some time to figure out their plans of action and condition the hell out of them.