Cyborg pressure game in my opinion focuses on countering the opponent as opposed to 50/50s. You generally are trying to condition your opponent to respect your cancels and plus on block strings to open them up. He also has some good trait/TA pressure in this thread listed below, so check it out:
Cyborg Pressure Concepts:
https://testyourmight.com/threads/cyborg-pressure-concepts.64335/
Remember, if they are respecting your cancels, you build a ton of meter, so it's good if they are respecting it. You can then open them up with throws, and when conditioned to tech throws you can neutral jump after a cancel to punish or in some cases let SD rip to blast them away and continue zoning. You generally get your opponent to press a button when they should and punish them hard for it.
As for tick throws, I tend to use d1 tick throw primarily since it catches counterpoke attempts. 11 tick throw is also good if you condition your opponent to respect the overhead option 112 (keep in mind this can be blown up by MBF3/B3). It should be used rarely, and generally if you know you've conditioned your opponent to counterpoke.
Also
@Marlow mentioned bounce cancel which is also a good option. For example a lot of times I do 12b2 SD cancel into d1 but it's negative. If I know my opponent keeps poking out, then I can throw out a bounce cancel at the end [12b2 bounce cancel] to catch them pressing buttons (shoutout to
@pretty flocko I picked this up from him. If they block it, your plus and can follow with f22, b12, or a short walk forward into 23 or d1 into SD. Another gimmick I use is d1 XX BC. It's good for catching reversal throws, and counterpoke attempts.