I'm bored, let's pool our bite setups:
[blockstring], late 5c, 214a whiff, exbite
2a2[c] (on block), walkup, exbite. The 2[c] increases their blockstun but your recovery stays the same. Then your walkup doesn't become enormous and you don't have to whiff cancel. Eew reverse beat.
{} = may or may not be needed
{2a}5b5a (blockstring), {walkup}, exbite
IAD jC (blocked or whiffed), {walkup}, exbite
IAD jC (blocked or whiffed), 2a (blocked or whiff), {walkup}, exbite
2a (blocked), exbite
Almost all of these depend on having trained your opponent to block and the fact that you can start pressure up again during walkup with a simple 2a, 5c, 2b, or 2c. 5B is risky due to start up vulnerability. Don't get stale. Watch out for reversal heat and EX. Remember to make them pay for jump outs, sj airthrow, 623c, etc. This will keep them on the ground for your setups.
Also, for 5C anti-air clash, what do I do if the opponent uses an extra jump to jump out of the clash, or if I suspect they will do so? 214a? 5a? 22b?
Edit: Choco says shield bunker or instant airthrow. I did some testing, I think 5B is pretty good too.