Im just getting into broodmother but if you guys have tips please ring in. This is my first actual online set with my bm dvorah.
Ok, I'm just going to run over some basics that you should be keeping in mind. You need to prioritize the corner. You're deadliest there. It's where your hard to blockables become much harder to escape and at the very least you can use extremely plus on block oki.
You don't seem to understand or know how BM's pressure/staggers work, so I'm going to give a quick run down of what I do to condition people. By switching between f112~ df1/db1/df3/canceling you can condition a series of different required reactions to deal with each one of them. F112~df1 has no gap, except against characters that can low profile it while blocking low, and is -2. If your opponent has shown they're late with their counter pokes, feel free to check them afterwards with a d1.
Establishing that will let you get away with things like f112~db1, which will beat counter pokes and is +12 on block, allowing you to start over. What you're really waiting for them to do though is try and crossover jump you to get away. This opens them up to an AA combo, so be ready for it. I tend to use d1, f34, d1, f44~df3. Puddle is beaten by a number of things (armor, forward advancing normals, back dashes, certain d2's, ia dive kicks, etc), so if your opponent knows how to handle it consistently, drop this entirely.
Ending with krawler can blow up attempted movement and counter pokes for a full combo. It's -3 on block, but it has a gap to armor through.
F112~bug cancel is about +2 on block if you're perfect. This doesn't even guarantee a d1 against any character with a 6f poke. I find that canceling into block to bait armors is one of the most effective things you can do with it, but I also tend to turn it into a 50/50 of canceling into strike/throw. Hopefully by this point the opponent is also thoroughly conditioned to block low after f112, allowing you to sneak in an overhead f34.
Then of course there are regular staggers with 11, 113, 2, 21, f1, f11, f3, throws, etc. They're all useful. Be aware of the spacing they put you at and the range of your opponents pokes so you can shimmy back and hopefully punish a counter poke with f11~df3. Also, I can not tell you how many times I have gotten people with 212~df1 because everyone blocks 212 expecting a puddle at the end to jump.
This was supposed to be a quick run down and I wrote half a guide :/