I've posted this in another thread but as this is pinned it seems the best place for people to find it.
Setups after DF3:
B3,4 (bug hits) F1,3xxDF2 - Low mixup, can beat most wake ups either through meaty hit or whiff punish. Mainly loses to back roll because B3,4 doesn't come out on whiff any more. Positioning can vary depending on the wakeup attack.
F4 - effective if opponent is expecting the low. The bug should keep it fairly safe on block.
After DF3AMP:
D1,Throw (bugs hit) F2,2 into whatever - combos out of throw, will even beat throw techs with the right timing. The D1 will stuff wakeup U2.
Pressure:
DF3 makes D4xxDB1 kinda safe. Following that you can do:
F4 for a tricky overhead low with the puddle
D1 throw
J.1 for an overhead that can lead into full combo
B1,3/B1xxDB4 if they are looking for the overhead.
Just watch out for invincible/armour moves.
There are gaps in the pressure, but it usually will only lead to a trade with a 1/D1 in your favour at worst. (To my knowledge anyway, but as no one plays her people won't know the setups and how to counter them ).