If you block either the divekick or Arc Kick, you can dash in and punish with a full combo.
Her cartwheel is safe on block, but she loses advantage after it, allowing you to counter-poke and either escape or get some pressure going - provided Sonya has no meter to burn for an EX Cartwheel. And as others have said, you can punish either a normal cartwheel or EX Cartwheel with the neutral jump-punch, or a whiff punish if you know your spacing.
Her Stance mix-ups can be interrupted, usually by armor, but I believe some characters can poke out also. The mix-ups from her Stance are actually safe on block (to be honest, I don't know why this is the case), but even this has a downside. If she guesses right in a mix-up, you have the choice of either getting away or surprising her with a Wake-Up to stop her rushdown game.
Sonya's not a rushdown character like some think. She's all about mix-ups. It just seems that a vast majority of players don't know how to exploit the holes in her rushdown, which is why some overrate her...she's still quite solid, don't get me wrong.