Lmao @the above posts XD
That aside, I think WW is better but not by much tbh. Realistically speaking, CW has one of the highest damage outputs in the game; yeah it requires meter and it can be pumped with background bounces, but even with just meter alone, her bnbs CAN land her over 40% into a setup. Now if CW mains choose not to do these combos, well that's on them...
As for oki, I'd say its a tie even in the corner. Yes WW has an OTG, ambiguous f3 crossup and a 50/50 but these are much more devastating in the corner than midscreen AND the setups to create these chop off a fair amount of damage unlike CW who can do her setups from pretty much anywhere. CW has her 50/50, an ambiguous ji1 crossup or ji3, MBcatdash for the fake out, and her low profile b3 which evades soooo much its ridiculous. You can compare the two with 50/50, WW air dash is relatively equivalent to MBcat dash, and the "unique" aspect to each other would be CW b3 and WW her OTG.
As for wake ups, yes WW has an invincible once, BUT need I constantly remind everyone and their family that you just need to block??? EVERY character can punish WW's wake ups on block which makes it just as much of a risk for her to wake up as it is for CW, who btw can wake up evade a good amount of setups and both have a universal backdash.
In terms of pressure, once CW hits you and staggers you, she can loop it all match long making the right reads and can AT WILL go into a full combo when she pleases on hit. With WW, she launches on hit so the wisest thing to do would be to continue the combo, but once its done, she needs to open you up again. Also CW has a better b3 and f3 imo because one, b3 is self explanatory, and two, f3 is a 16f overhead that hits from a CROUCHING animation and can be armored.
As for the air game and approaching overall, its a relative tie. WW ji3 has great range, but the start up is pretty damn slow that the opponent can counter her midair with most ji1's or d2 her out of it. CW ji2 can be used as an offense to get in or as a bait by jumping back and both lead to hit confirm combos. MBcat dash becomes safe at certain distances and can always not be meterburned to close the gap and force the opponent to expect the MB plus it has armor. IADM NEEDS a hitbox to be done and ONLY after a certain distance is it safe. If you're closer than that distance, even if its instant, it can then be punished.
For meter, CW doesn't have a hard time building it lbsh. In practically every MU she can whiff a high feline evade between zoning, or to evade zoning, or to just build meter while playing keep away. Her evade counts as a "true" special so it builds the meter of one unlike bracelets. WW while not meter dependent per say, also doesn't have a genuine way to build other than doing combos, or getting hit, or whiffing bracelets or lasso grab. Thing is, lasso grab would count as a "true" special and build the meter of one, but bracelets build like half of that. So you have to choose between the two; lasso grab for the meter but more frames before you can move, or bracelets which builds less meter but let's you move again faster.
So yeah...that's my two cents. WW takes less risks ONLY because she's plus on block so people naturally respect her "more" (there's still mashers regardless) but even though CW isn't plus on majority of her stuff, she still has follow up options even for when she's negative.