Well, C meaning her throws. I'm not sure how to mix those into a combo or block string. I usually use them when they're vulnerable, like on the way down from 3C.
And if I'm not mistaken her 22D isn't unblockable anymore... Tsubaki, perpetual red-headed stepchild of ArcSys.
Oh, I see, my mistake. There are a variety of ways to go for throws, and it just takes time to get used to finding the best spots. One way is just mix in a throw when you know they won't press a button and are turtling. A lot of people do mash, which is why you need to sneak them in after some stuff like 2A pressure. This causes some players to mash grab to throw tech instead of anticipating the exclamation point. This is helpful and can lead to you 2Aing them out of grab startup or throwing them and causing them to get a throw reject miss because they were mashing grab while blocking earlier. If they ever start learning and begin concentrating on turtling and anticipating a throw, now you can go for overheads again.
If you ever land an anti aired 3C, you should try to do her instant air dash combo instead of going for the grab.
It's a bit difficult at first, but it's worth it for the damage and corner carry.
Edit: Since I didn't really answer your at a distance part, you just really need to get in that range to make things happen. Tsubaki at that Ragna 5B range can't really do much. She isn't like CS2 Tsubaki, so you just need to find safe ways to get in on an opponent. Dashing in when an opponent whiffs something, doing 236D after fireball, etc.