Hey, sorry for the delay..
There are a couple of demos for aiming punches in Final IK. One is "Boxing" and the others are "Aim Boxing" and "Aim Swing".
The first uses both AimIK and FBBIK to deliever a fully accurate punch. The others just just AimIK to reorient a punching/swinging animation to another direction.
But if you have your blocking effect done with IK on an idle animation, you can reorient that too, if you add a pass of AimIK on top of it (use IKExecutionOrder component) and handle the AimIK like in the "Aim Swing" demo.