I think it's 5-5. 7-3 is completely not possible.
Autogi :
Malek give some good info about option against autoGi. His throws are also a good answer.
11B
THE MOVE which will stop Amy most options.
It looks like, some clarification are needed. 11B 6[K] 44[K] LC A is a combo for 85 damage (+ there is a tech trap). Depending on the angle (hit confirmable) 11B 6[K] 66A+B is a combo for 93 damage. So, Amy's 66A+B to move forward or zone at mid range is over against Lizardman. 11B is also usable against Amy's 33B, but only with anticipation. How ever, it's 66A+B which is Amy's most dangerous mid range tool. Also, 11B can deal 100 damage when used to counter auto Gi thanks to the counter hit. So it's very risky for Amy, without talking about RO. Finally, the move is abusable, espescially if Amy used lot's of 6BB. And it can also be used as a zoning tool.
And what's the drawback ? only 6BB...
RO
Again 11B. Amy's Ro game which is very strong is dangerous against Lizardman.
Her best options are 33B/step 33B or auto Gi. But if she guess wrong, it's her who will be RO.
Punishment:
No good punishment from both side. They are no big deal. Amy will be able to use 6BB very often depending on range. and Lizardman basics are still usable and efficient with good options.
LC
Amy when FC is bad. It's one of her onyl drawback. WS moves are useless, and 66B is too slow.
Pressing LC A NH => LC A you need at least an i13 mid to stop it. Amy don't have this tool.
Of course, LC is not perfect. But amy will have to guess.
Pushback :
Lezard have more than enough pushback. + it is also pushed back very far.
Thuggish's example with 2B+K is easy to understand. Lizard goes from close range to mid range when he blocked it !
So close range will be hard to reach for Amy, and Lizard has one of the best back run.
2B+K :
The most important point in the end.
First, Lizardman don't punish very well. 6B looks like to be the best usable punishment 25 de dégâts, +2 on hit and great pushback.
How ever, because of Lizardman hit box, 2B+K wil whiff VERY OFTEN.
Lizardman hit box in neutral is very strong against lows (Example with Sieg low throw that didn't work on him). When Lizardman is high guard, this strengh is a little weaker, but still here.
But 2B+K 's range is very weak, so should dash or run for long before to be able to use it. which is another risk against Lizardman who deal lots of damage even on NH.
So all this combine (pushback + Lizard strength agaisnt low + weak range of 2B+K) shows that 2B+K lost is strength in this particular match up.
And this move, is the true strengh of Amy. It's her main mix up tool, the reason to guess against her.
This is not a little advantage, with only 3 pixels differences with other characters.
It's a true advantage for Lizardman, and to use it he just has to stand with or without guard nothing more.
Mid range
Amy is strong here, but 11B can frightened her enough so Lizard can play is usual game.
66A is unsafe, so what ? Lizardman moves are still very good in term of risk/reward.
Crusher
Some usefull tools.
1K is strong in this match up. Of course you can block it, but that's not the point !
It is used against high, step and 4A. Little drawback + opponent cannot play without to think of this move.
A+B can stop lows spam. 9K which leave to "only" +7 on hit.