On block the cancel advantage of 114 is +16. Going into military stance takes up a minimum of 10 frames so she's +6.
The start up of her military stance moves are as follows
Military Stance (start up) - 10
1 - 11 | 21
1+3 - 12 | 22
2 - 16 | 26
3 - 8 | 18
4 - 8, 23 second hit | 18, 33 second hit
B+2 - 14 | 24
B+4 - 12 | 22
F+1 - 15, 32 second hit | 25, 42 second hit
So off of 114 if she goes for the slow low (f1) you have 9 frames to poke out. If she goes for the overhead grab (1+3) or the fast low (b4) you have just 6. If she goes for the knee-kick (4) you only have 2 frames (not pokable).
If you're playing Sonya I'd recommend going for b21 on jump ins because the cancel advantage on block is +24 and covers all of her options. On hit you can confirm into her biggest combo with b21f2 (the combo is kind of hard though). The 2,1 string is also +24 cancel advantage on block and can be confirmed into cartwheel on hit for an easier combo.
In the ground game all of Sonya's strings have problems. Most start by hitting high. In 3,1,2 the 1 hits high and can be neutral ducked and uppercutted. The best mid normal she has is standing 4 which starts up in 10 frames but all the followups have holes because it's only +10 cancel advantage on block.
D4msf1 - best meterless ground tool, out footsies everything, no holes on block or hit, +1 on block
So your best bet is to use D4msf1 and then fish for divekicks or ex-cartwheel. Unfortunately you can't use the overhead grab midscreen off of d4 unless you use some weird oki setups. In the corner you CAN do it though so go ham.
Link to frame data
http://testyourmight.com/threads/sonya-frame-data.17615/