Hope that helps some, but I'll try to answer any further questions, and maybe some others can too.
Thanks! To follow up on your advices:
Now you mentioned knowing that you were getting hit by OD specials and supers on wakeup during some of the other replays (I only watched the last one, as that's the one you said you wanted to focus on), but that's pretty much what kept happening during that last replay.
I generally adapt better against other characters following the first surprise OD wakeup, (I think I blocked most of them against Ryu and Ed recently) but against Ken specifically I'm actually taking the bet because letting him wakeup seems like a worse proposition. In the last round of this particular replay, I think I was just one kick to combo away from losing anyway and I can't think of a punish for his OD shoryuken that's really worthwile (I tried punishing with a command throw, which is a bit risky considering the timing after the block, and an OD renversé/kick into renversé gets me a medal but both of these just reset the situation in a way where I still feel at a disavantage despite him being the one on the ground).
This isn't as bad with other characters, but Ken/Guile have me really struggling to think of any way to stand my ground that doesn't leave me completely exposed and I haven't been able to think of one so far (OD Anti-air into renversé is semi-reliable in that regard but I don't expect any player who knows my character to fall for that more than once and I'm still having the issue of feeling like I'm merely pressing reset on a situation that's not to my advantage).
Renverse is only used in combos as far as I know. Using it as a punish isn't the best thing you can do, especially when you can just command grab instead. The situation you mentioned of getting punished for using it on a hit isn't something I've ever seen. Hell, I don't even know what the move looks like if you trade, as I only ever see it used in combos
Well you're in luck,
I got another one today :( It's not the same as the previous occurence but here, OD Renversé hits without triggering the throw against another special and unless I'm reading wrong I'm getting hit with full damage+punish while Honda barely gets a scratch (now in defense of my horrible blunder in the last round of that replay
I did learn my lesson and won the next match).
I'm not really sure what you mean by your second point. Block count won't have anything to do with how negative or plus a move is. A majority of moves are negative in this game though, unless drive rush is used. Your timing may just be off. If you block a Luke cr.mp once, it'll be +1, and if he throws out another one, it'll still be +1 on block. Now if someone uses a drive rush normal, then add 4 frames of blockstun to that FIRST hit, and then it'll be back to normal. Like in my previous example, Luke would be +5 on block and then +1 on the second.
I assumed that blocks added up based on my standing heavy punch being more negative on block the second time but I was clearly mistaken, so that's probably that and my timing being off. I've tried applying crouched light kicks with more intent today and this seems to behave somewhat better so far (although it still doesn't seem to have any real means of making it work into a combo given that the light punch will almost always create too much distance afterwards).