If you make it in, or they block your jump in, your go-to normal is st. lk. This normal is fast as hell, and has very minor pushback, so a tic throw is easy. It also leaves you at +3, so your main frame trap off this should be st. mp, which will combo into st. hp on counter hit. This is surprisingly easy to confirm, and leads to hk or ex spike for solid enough damage to make them think twice about pushing buttons next time.
On most characters after a blocked lk mp string, st. hp is a relatively safe frame trap. It’s a 5f gap, so you cant do it against characters with fast, long reaching light attacks like R. Mika’s st. lk; but since most medium attacks are 5f or more, and sf5 has move priority, you’ll beat out basically any normal a character could throw at you. It’s a very strong CC option in a lot of matchups.
Another admittedly obvious alternative to the mp frame trap (and what you should definitely do if your opponent is both blocking your mp, and teching your throws off lk), is to walk up just a hair, then hit lk again. If and when they attempt to tech, you’ll get a counter hit, and lk will combo to your st. mp cr. mk bnb. Even if they block, you can go right back to the situation above.