Alright, finally got some time give feedback
@Toi Stori. My apologies on taking awhile.
It's good to see you are trying to lessen your approach usage of 66KK4, that's improvement. The less you use it that way, the better it will be when you surprise someone with it every blue moon. Other than that and outside of juggles, 66KKK as a string is stronger as a mix up tool.
Your PP6K2K on block usage seems pretty excessive though, you want to learn to lessen on it and learn to delay your follow ups after PP in general. PP delay/free cancel is good with this character in general because it can make the opponent hesitate into some silly decision making once they don't know what to expect after blocking PP/BTPP.
Are you delay into string follow ups?
Are your string follow ups going to be delayed? Free cancelled?
Are you going to throw?
Going to 7P away? 1P+K away? Free cancel into Jab/PP again? Free cancel into 2P?
Possibilities are pretty widespread.
If you have to rely on the PP6K2K string a lot on a blocking opponent, it'll make you easier to play against with better players. Makes you predictable.
3H+K > 4H+K, always. I've told a lot of players that. 4H+K is a big risk, it's terrible if it whiffs, terrible on block (-17 means you get punished really hard). It's not a spacing tool, it shines in Critical Stun Threshold and as a wall slam. During footsies/spacing it is abysmal.
3H+K is four frames faster at i19, much safer at -3, lets you control hittable space, keep the opponent, let's you approach, and is a long range poke. Provided your spacing is correct with it's usage (and that matters with anything being used at a range in general). And it is very good in Critical Stun Threshold because it's always a bound stun leading into guaranteed damage. Good wall slam as well.
Your use of BT3 and BT3K are good, that is definitely one of Ayane's best ways to approach in general. With the low from BT3 being able to serve as everything 3H+K is. To top it off, BT3K leads into a low hitting string, which has to be held on hit confirm. Once that low hits, you have all of the momentum in your favor now. If they hold, you can low throw them, if they don't hold, you're at +7. If they don't hold anything at all, then BT3KKK will hit for 49/60 (neutral hit and counter hit) plus any additional damage if you happen to get environmental hazard (wall, any kind of object, dangerzones, etc).
Summary;
Lessen up on PP6K2K, excessive use makes you predictable and easy to deal with against good players. And people that adapt to that.
Don't challenge characters with faster mids than yours, mid for mid. You have jab and 5K for that. Against i9 frame jab characters, you have block, hold, 8K, 1P, 4P, 2P to fight the i9 jab.
When blocking and you're unsure of what the opponent will do, do not opt for 4P as a panic button. 4P gets blocked, you get counter hit/punished by moves that will crush your high or a simple 2P low will blow up the move on block.
Practice whiff punishment, it's essential to this character in getting her damage (and is good to do in general). 4K is great for hitting whiffed moves, sitdown stun into a launch will net you 60+ every time. Drill kick also works wonders for punishing whiffed buttons. 3H+K, 1P+K K, BT4K, BT6P, and 3P as well.