Most of these can be trained using training mode.
Execution is pretty much a no-brainer. Figure out your character’s BnB’s and punish combos and practice them first against an autoblock dummy, and then record the dummy doing something punishable and then unleash your best combo. eg. Figure out your best options after a blocked DP, or sweep, or blocked Blanka ball etc. You can also practice combos against the AI in training mode, but make sure that your goal is to only land specific combos, rather than to beat the AI. Execution is one of those things you don’t ever stop practicing.
Footsies, and least in terms of whiff-punishment and countering other normals can also be practiced in training mode. Record the dummy walking back and forth and sticking out a low medium kick (for example) and try to punish it on reaction. Mix it up by letting the dummy stick out low light kicks or jabs and just randomly crouching into nothing. If you want to learn which of your normal moves beat another character’s moves then just have the dummy spam a certain move and you can which moves you can use to beat it. For the baiting aspect of footsies, read Maj’s footsie handbook as mentioned before. Try to understand the concepts first, and if possible setup a situation in training mode so that you can see if and how it applies to your character.
For “game plan” related stuff it pretty much boils down to match-up knowledge. Different character’s require different approaches. Browse your character’s sub-forum on SRK for info. Also, if there’s something about a match that’s part troublesome, set up a similar situation in training mode using the record function and try to figure out how to beat or work around it. eg. If you have trouble blocking Balrog’s EX Overhead punch, record it in training mode and figure out how to avoid/counter/punish it.
To practice anti-air options, you can use the same setup for whiff-punishment, but also let the dummy do a jump in occasionally. This way you can train yourself to react to ground and air attacks. Remember to change the recording sequence often to make sure that you’re reacting to the moves and not the sequence you recorded. You can also just let the dummy jump in from different distances with various attacks to check which moves you can use to beat the jump in. To practice cross-up defense, let the dummy throw you and then cross you up and finish off with a blockstring that starts with a low move and ends in a throw. Learn to defend against the entire sequence and remember to change the recording often.
When it comes to wakeups, your best bet is to just block low, and prepare to tech a throw. Occasionally you want to try backdashing, and if your character has a reversal that can be FADC’d, then you may want to use that as well when you have enough meter. Once you become good enough to know what your opponent’s options are at certain distances, you’ll also want to start using jumping as either a defensive, or even offensive option on wakeup. This is best learned through experience because it’s one of those things you can just get a feel for. (Certain characters also have reasonably safe escape options eg. teleport so keep that in mind)
Finally, losing 60 out of 62 games is nothing, IF you manage to learn something from the experience and then work on improving. The next time you lose heavily, watch your replays and try to figure out what you did wrong and/or what you could have done better. eg. If you notice you lost most of your life because you kept getting anti-aired, then make a mental note that you should stop jumping. Or if kept getting thrown then work on evading/teching throws. If you just keep making the same mistakes over and over though, it’s going to take much longer to improve.