I'm doing more tests now. Some of these are vulnerable to armor, but there are always ways to blow up armor attempts to condition your opponent to sit down and shut up:
b344: You want to call Styker very early. I find it helps to hold the back button so it's like b34, 4+Striker. Then hold block to see if they counter poke or armor or block the grenade. Either way, you just need to block for a sec (or the duration of their armor). Whether they keep blocking or eat the grenade, you can go for another b344 or f211. If the opponent tries to press after the b344, they will eat bombs that allow you to kombo off of them, even if they remain standing. Be careful, because the opponent can still armor after the b344 (which you will block) and after the grenades are blocked. If the b344 hits, then the bombs will launch, allowing you to dash into 2(1+3)~fb4.amp-3~ender for 320ish damage. If you don't mind potentially eating a jab (which will trade with the bombs but not allow you to kombo) or eating armor, you can do another b344 or f211 a little early and it will jail from the bombs, blowing up attempts to armor after the bombs.
f2112: On hit or block, call back-Stryker (short grenade) just after the f1 connects but before the spinny staff connections. If the opponent is blocking, finish the string by pressing 2 and then go into another f211. If they do anything other than armor, they will eat the followup f211. If the initial f211 hits, then instead of pressing 2 to finish it, press bf4. You will launch with drill kicks and the bombs will pop them up, allowing for 2(1+3)-fb4.amp~3~ender for 350ish damage. It's very hit-confirmable. Each of the f2112~bombs does about 6% chip and builds about a 3rd of a bar of meter. If you think they will go for armor to blow up your followup f211, you can jail into 122 after the bombs (while also calling Stryker again). By blocking after 122, you can blow up any reversal armor or pokes, similarly to the b344 setup.
[edit] I finally got the timing down to jail multiple f2112's together. Timed correctly, there is no change to armor. You want to call back Stryker just after the f2 hits and before it is fully out of the opponent, like the last few frames before it is out.
122: If you call Stryker VERY early, you can jail into f2. You have to press 1 and back-Stryker at the same time, then press 22. So b1+Stryker)22. The grenades will jail off 122 and f2 will jail after the grenades. This allows you to jail into the f211 sequence mentioned above if you have a full bar for Stryker. This will not work after the f211 setup, since Stryker is still on cooldown. However, if instead of pressing 1+Stryker, you press 12+Stryker2, then he will come out. Similarly to the b344 setup, you can just block for a sec after the 122. If they try to do anything other than armor or block, the bombs will hit and allow you to kombo off of them. If they armor, you will block it and punish. If they block, your followup f211 will beat anything except armor. You can continue linking this together as long as you have Stryker bar. Even if you mess up the timing and do the followup 122 too late, allowing them to armor, the 1 and bombs will connect and break the armor.
I'm sure there are many more setups and routes you can take, but that's what I've been able to discover to far.
TO PRACTICE: Because of the small gap after f2, it is a really pain in the ass to test these again reversals, since the opponent will immediately try to reversal after f2 and get blown up by the 11. So, you have to turn off Reversal, input the f2(Stryker)112, pause, enable Reversal after the gap in f211, and then continue from there. The alternative is to master the sequences against a blocking opponent, then record the opponent doing them to you and try to counter them.