Few things. And I'm by no mean a pro so I might be wrong.
- you aren't using her strings enough. Your main footsies tool is F1. It's your main way to get to your opponent because of it's range, it's an overhead and is +2 on block. F1 (F112) and B1 (B12D3) are your main overhead and low starters for combos. Go into practice mode and work on her strings, see how far they reach, get use to using them.
- you use way too many empty specials, especially cat dash. Don't get me wrong, using specials on reads is great, but you will get blown up if you just throw them out willy nilly.
- I think I saw you use jump 2 once at the start of the match. You don't want to be jumping around all the time, but it's one of her best tools, especially for controlling space, or making your opponent respect it so they can't just move around all they want. That is also something to get into practice mode with. See how far it reaches, jumping forward, backwards. Jump 2 into f1 is a great way to get in on your opponents, and you're + which means your opponent needs to make a choice of what he is going to do if he blocks it. Jump 1 is 5 frames, it's her best AA tool, I didn't see you use it once in that match.
- waking up is tough for CW, her trait is her only invincible wake up, you need to wake up sometimes to prove to your opponent you're willing to do it, but she gets wreaked on knock down, you need to understand who you're playing (character wise) what their options are against you and what you're going to do about it.
- Oki, CW has an absurd number of hard knock downs (which means a knock down that they cannot tech roll after) the reason for that is she has an excellent mix up game when you knock your opponent down. Again you need to know what your opponent can do, and what your answer is to that. It's what makes her dangerous.
- meter management. I felt like you were using meter at all the wrong times. Sacrifice damage for set ups. For example my standard meter less combo usually goes f112 or b12d3~catclaws, b3, f3, 1f2, this combo does decent dmg and gives you a hard knock down set up. That does about 35-36% I think. I only use meter in combos if I'm in a position where I need to catch up, I have meter to burn or I have such a lead I just want to swag. I don't ever think using meter on cat claws is a good idea. Check out the forums and take a look at your combos.
- B3. I don't want to blow my buddy SLP up, but B3 is not unsafe and punishable on block. On whiff sure it is, but everything is unsafe when whiffed. It's -3 on block so don't go pushing buttons all the time afterwards, but it's awesome, it goes under a bunch of mids and is a good tool for punishing. Her F3 is also really good. One of the best b3/f3 combinations for any character in the game.
- CW has a lot of trouble playing "her game" against a lot of characters. That means you have to understand MUs very well to be successful against most of the cast. Doomsday sucks for CW, so knowing how to deal with a lot of his tools is important. Did you know that you can cat parry doomsday's shoulder? You have to read it, but you can also cancel parry into trait for a punish (and you always get one scratch for a successful parry).
It's difficult being successful with CW sometimes. But we love her, so we stick with it. Keep grinding. And never be afraid to ask. Hope this helped.