His DP almost never trades and everything else he has is very situational. S.mk, s.rh, cl.mk and cr.hp can all anti-air from certain distances, but they’re really character specific and generally have trouble against good jump-in attacks. S.mk and cl.mk are the ones most worth looking at in general though, since s.mk’s hitbox extends well above where it looks to and can potentially hit people who try to bait your DP with empty jumps and cl.mk can net you a free reset or ultra 1.
Cr.lp is one frame slower than cr.lk, and thus loses to the best crouch techs at neutral and trades at +1, but otherwise gives you a lot more opportunities on hit or block. To wit, while cr.lk only really sets you up for a 150ish damage combo or a frame trap that you have to commit to rather early, cr.lp sets you up for a bunch of types of tick throws, potential combos into cl.mk or ultra (or both, if you’re feeling saucy), a frame trap that also combos on hit, several OSes (though also fairly narrow in application, thus far) and just generally lets you transition into s.lp pressure really easy without trading with something stupid. Note that there are 4 characters that essentially require 1f link combos off of cr.lp due to cr.lp, s.lp whiffing on crouch though.