Well from my experience when the opponent keeps performing quick punches even when you block them they still get the next hit and not the blocker.
There are also moves that are safe, and even advantageous, on block. When a move is advantageous on block, it can result in the situation you described in bold.
But a few things about that.
Safe, and especially advantageous moves tend to have drawbacks such as bigger pushback (pushes the opponent further away when they block or even when they get hit so that it can't be repeated too many times), shorter range, lower power, combo potential, etc. While the unsafe moves tend to have the biggest payoffs in return for the greater risk.
Generally in games like Dead or Alive and Tekken that have very long movelists, the vast majority of moves are negative on block. I'll show you an example from Jin Kazama's movelist in Tekken 7 to paint you a picture.
Only the highlighted moves are advantageous (+) on block.
This isn't even half his movelist, but you get the picture.
Last edited by Hiku - on 08 June 2018
Anything that is -10 or worse (-10, -11, -12, and so on) is punishable. Meaning the opponent is guaranteed to be able to hit you if they block it. (Because the fastest moves in Tekken have a 10 frame startup time.)
And as you can see a lot of moves are negative 10 or worse on block.
At first glance you may think these moves are worthless, and that you should never or barely ever use them. But they all generally have their use.
Anything that is between -1 to -9 is safe to do even if it gets blocked, but you probably don't want to hit a button after that, because if you do, you'll probably get counter-hit if your opponent pressed a button as well.
So if a move like that gets blocked, it's basically your opponents turn to act.
Fighting games are a bit like RPG's in that you have to know when it's your turn to attack. And just because you blocked an attack that's + on block doesn't necessarily mean that if you both push a button, you'll be the one getting hit. It depends on the speed of the attacks you both chose. How fast they come out, so to speak.
Some characters have faster moves than others.
Another layer to this is that there are moves that can "crush" other moves. These are generally referred to as reversals, and can break the "wait for your turn" rule because they will be invincible to particular attacks.
For example, if my opponent does a low kick and I block it, and that move is advantageous on block and he throws out the same low kick again, if I chose to do a hop-kick, even if my move comes out too slow, I will still beat his move because a hop-kick has lower-body invincibility, so the opponent's low kick will just pass right through me, and then he will get hit by my kick.
A famous reversal move most people are probably familiar with are Ryu and Ken's Shoryuken from Street Fighter. The uppercut/dragon punch. That one traditionally has full body invincibility immediately. But the risk with that move is that if it misses, you're open to get punished by the most damaging combos in the game.