66B although rarely a forced blocked is typically good for gauge pressure on wake-up. In most cases, if they roll to her right 4B will catch instead. It doesnt break great, but you usually get to pressure after its blocked and it can add up. You also get a lot of right rollers with 44B+K. I dont like doing that much because it cedes too much initiative to the opponent (-12), but it does break in 8... A+G2 iirc guarantees a force guard of 66B/44B+K (character dependent).
Wake-up for sophie is pretty weak; you are usually just doing 4Bs and mixing with an occasional 1K. Post FC 1B8BAK_ A+B(aGI B)AK you can 44B/throw to cover all options(regardless of JU). 66B a lot if people are rolling to your left, even if it's just getting blocked. Sophie has some tech traps worth noting, but I'm not going to describe that all here(read thread please).
Keeping space is a lot about using B/BB (because of speed/safety/range) and backstep/backstep G. 3A(tip) 66A+B 4B+K 66B WR K on block will usually leave you at a good distance and/or recovery to gtfo as well. You close distance most effectively with 4B(you expect it to be blocked), running forward(if opponent suspects an attack) or Empty TAS.
Be warned, basing your game on punish tends to make you not very useful against safe characters, unless your D is pretty incredible.