The two moves you would use to get frame advantage on block are b+1~f (the crouch dash cancel lets you move early enough to put you at +1, but limits your options), qcf+3+4 (the spinning high kicks out of the crouch dash, high but is +6 on block and wall splats) and df+3 (slow kick that is +4 on block, forces your opponent to crouch on block and is a combo starter on CH). f,f+4 is also worth noting here, as it's a fairly fast standing low that's plus on hit (+4) and not a total trainwreck on block (-12).
As for blockstrings, her strings are rather limited so you need to be able to string together moves as appropriate. 1,2, df+1 and b+1 are your main pokes. If you think you have initiative and are close enough, f,f+4 is good and can lead to BT silliness by holding back after you input the move. You can also do df+3 if you think you have initiative and parlay that into another move with the frame advantage and forced crouch. After a blocked b+1~f your safest options are either CD 3+4 (also plus on block, but high) or CD 2,1 (a homing mid, mid sequence that is safe (!)). You can also try to fish with CD 1 (-12 on block but commonly unpunished as people will respect the delayed follow-up) or get even cuter by doing CD 1, 2, b to cancel the second attack. You can also do FC and WS attacks as well so something like CD, hold d/f and do FC d/f 3 can work to gimmick someone out.
I would also figure out what sequences lead to BT that are either plus (like f,f+4,b on hit) and then get to abuse cheap stuff (like BT 1+2, which is a mid NH launcher that is punishable by a crouch jab and nothing else (unless you're fighting Akuma or Eliza)) or that are minus but can lead to dumb gimmicks due to some dumb ass hitboxes she has on things like BT d+3, BT 4 or d+3+4.
...damn, that ended up being a lot more than I expected. -_-