Either Neutral Jump Punch into combo of choice or Jump Back Kick xx Air Throw.
I prefer the Jump Back Kick xx Air Throw because if they don't jump it creates some space so that you aren't susceptible to constantly being jumped over. Also the hitbox on her Jumping Forward/Backward has a higher chance of winning air-to-air although their jumping punch most likely would've been delayed anyway if they're constantly going for cross-up punches into block-string.