A slightly less made up example with a couple of clarifications:
Move example: Satsuki 2[C]
1111111111111111111111111112333333442333333442333333333344444444444
Bunker Cancel Windows: |----| |----| |--------|
1: Startup.
2: Block/Hit frame (see bottom). Treated as 4 if already in stun.
3: Hitstop. 214D and the other move must be inputted here.
4: Blockstun.
Example of a Bunker Cancelled 4C against Satsuki 214A
1111111112333333333344444444444444444
Direction: 2--1--4----------------
Button: D- C-
<= 8f |---|
> 8f |--------| (if <= 9f, you get 214C)
...against Satsuki 2C
111112333333442333333333344444444444
Direction: 2-1-4--1------4---------------------------
Button: D- C-
<= 9f |-||----| <= 8f
|-------| > 8f (if <= 8f, you get 214C)
In this case you need to be holding 1 when the attack hits to block it, which means releasing 4, which screws with the timing a bit.
This is also a much safer way to do bunker cancels, since it minimises the amount of time spent standing up.
...6B against Satsuki 2[C]
1111111111111111111111111112333333442333333442333333333344444444444
Direction: 1----------2-1-4--1------ 6---
Button: D- B-
<= 9f |-||---| <= 8f
|--------| > 8f
Pretty useless in practice, but I've used it as an example anyway because it's one of the hardest things to bunker cancel into, and 2[C] is one of the hardest attacks to do it against.
Addendum: Hit frame weirdness
1. If you aren't already in hit/blockstun when an attack connects, the game uses this frame to check whether you're holding the right direction to block or not. Nothing else inputted on this frame will come out, even 214D.
2. If you are already in blockstun, then you can Spark or 214D as normal on this frame to intercept the attack.
3. So... 214D during Nanaya 236X or something similar. You probably already know it doesn't fucking work, and that's because it goes like "233323332333" etc. where each hit connects whilst you're still in hitstop.
So... you throw 214D. The game takes 50% circuit in exchange for cancelling blockstun and buffers the move until the last frame of hitstop... except it never arrives because you get hit again, and because you're not in blockstun any more it applies Rule 1 and you just end up blocking again (or getting hit if you weren't still holding back). Fun.
...also, coincidentally, Nanaya 236X and the last hit of Satsuki 2[C] are more examples of moves that act like projectiles, inflicting hitstop on the target but not the user.
(Edits: Now 100% accurate, and demonstrating timing differences with a few different moves)