Running away or inaction would be tactical choices made on a case-by-case basis.
Or possibly a Compel in the case of an Evocation Maneuver Aspect (as opposed to a Block).
My players generally do Zonewide Evocation Blocks versus movement, resisted by Athletics, the skill needed to move in a hurry. That's just one action type, with a single obvious opposed skill.
Mmm, not sure that's how blocks should work exactly. You should be able to resist with any appropriate skill. If you have a grappling hook and a rope, then you should be able to pull yourself out of the movement block using Might. Blocks are generally against a particular kind of ACTION (move, maneuver, attack, block...this is explicit), veils allow blocks against DETECTION as well. You don't have blocks against "using discipline" or the like in the rules. Indeed, if you are trying to stop someone form thinking, then you should be doing a mental attack of some sort and try to inflict consequences (or a maneuver). Since you can potentially come up with a lot of ways to do a move action (drive, might, athletics, etc), any one of them can overcome a block against movement, if justified. I think otherwise it can get way overpowered (I block his ability to think about moving since I know his discipline is crap).