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There's a thing called shimmy. You need to learn to get damage from shimmys.
Basically when you are very close to your opponent, instead of throwing or jabbing, walk backwards, this is when your opponent will try throw or jab, but their attack will not land. And you punish them for launching empty attacks.
OP - If you see a bunch of blocking, your offense might be too predictable. With these types of players try implementing more throws in your offense. You'll be able to set up a shimmy more effectively when you know your opponent is attempting to throw-tech. A good start would be to look at your replays and see what your opponents are doing in reaction to your offense.
Now you press a strong heavy or medium and smash him into oblivion.
1.) Start adding delays between your attack strings. Attack with something safe, then back up a bit to bait out their answer and punish.
2.) Incorporate throws, tick throws, or delayed pressure to coax them into pressing a button when it's unsafe.
3.) If you have an invincible move like a Super or DP, throw an attack then immediately use that move when they attempt to take their turn to steal yours back. Do this enough and they might stop and wait after you start your pressure, which makes them vulnerable to #2.
4.) If you have a life lead, keep them at a spacing where they have to approach you to start their offense, then punish them when they try (ideally at a range where they can't jump over and out). You can use parries to deal with any zoning tools they have while waiting for their approach.
5.) Drive Impact if they're close enough to corner.
In general, you want to work in as many of these strategies as you can. The more you throw at your opponent, the more you overwhelm their mental stack and the more they'll start to freeze / be predictable.