v. Blanka
Ok so I think I can give pretty solid layout of how to handle this matchup pretty well…
Lets start with the beginning of the of the round, Blanka has some options as to what he can do(he can light ball in to grab/electricity, hard ball to get some quick chip, command dash back to try to make you chase him, nj.hk and try to land on your head if you SK in, light electricity to try and stuff your SK/poke.) So depending on what the Blanka player does determines your best options for the next round, but for the first round of the first game there are two things that I find to be usefull for a beginning gameplan. Either take a small step back at the beginning of the round so if they try to light ball in and grab/electricity it will whiff and you can punish easy with c.lk/c.mk>SK/PC. Or they if they hard ball in and go for chip right off the start just use c.hk after the block(you might not get the punish but you get in his face and they will have no meter.) Once you get in Blanka’s face its your game all the way! So a good starting game plan after you start the round is to simply get the knockdown and pressure the shit outta them(hopefully before they get any meter), or just to even get point close to him to start some pressure.
Which brings me to the next two things about Blanka, First he has nothing he can do on wakeup besides EX upball(I’m pretty sure that regular upball will stuff any jumpin/crossups on his wake you try to do too.) So no crossups or jumpin’s on his wakeup, stay grounded(EX upball also beats crossup PC on wakeup.)!!! Second is on wakeup if you have them cornerd don’t be scared of EX upball because you can punish it for free in the corner with s.mk/c.mk or if you have charge c.mk>SK/PC combo. You can get point blank without worry, and as soon as they get up hit them with a big blockstring/combo. If they aren’t cornered you might want to be a little more careful of upballs because it will push them to far away to punish and chasing them down again can be a bitch(so just pay attention to how and whenthey like to use their upballs when you knock them down.) But reguardless IMO the best place to be if you score a knockdown is point blank, because of his lack of options on wakeup(unless he has ultra 1 metered and ready to go, in which case you should probably stay around max c.mk range to give you more time to react to it.)
If you notice they like to mash out electicity just bait like you would an SRK(except it recovers really fast so c.lk>SK is your best bet) and punish them on recovery, or maybe a better tactic is to just use solid blockstrings. Sometimes I will stand dash in like I’m gonna start a combo and wait til I see electricity and then c.mk>/HK/PC them. Also if you see them mashing out electicity there is a strong chance they will do it on wakeup in which case you can beat it clean with just about anything as long as you start hitting them immidiately on their wakeup(EASY DAMAGE!!)
If they are trying to command dash back and forth around you for shinanigans just mash c.lp, it should stuff it and give you a chance to a little none charge combo.
Alot of Blanka’s like to jump all day long all over the fucking place, they will cross you up none stop over and over if given the chance. If they start doing that just jump back out of their crossup with fp or hk and hold you charge in the air so if they jump at you again you can HS them.
Blanka’s electicity trap(I think its lp electicity over and over or mp electicity) its a good blockstring they can use for mixup, but its easy to tell if they stop for a grab(so just late tech). But just block it in general and backdash when you get the chance after the electricity.
Once you get the lead make them chase you(cause bet your ass thats what they would do.) All blocked balls can be punished with hk/EX SK or hp/EX PC if you have charge(hp PC is pretty strict timing though.) And all of the rainbow balls can be FA absorbed and then you can dash and punish them on recovery.
If you have them in the corner but are scared of ultra because of low life and know they are trying to get out with EX rainbow ball, a preemptive j.mp will beat it clean and give you a nice ultra juggle chance.
And if Blanka tries to sweep you close range you can punish on block it with c.lk>SK. On block I’m pretty sure his s.mk(double knee) is punishable with c.lk>SK(I’m only about 95% sure on this one though)
Last thing I can thing of is if you are low on life try not to let him get his charge and if he does his ultra’s can be extremely difficult to deal with, in fact I’m not sure what your options besides maybe DR for U2 and just jump back and try not to get hit for U1…lol
I don’t know if you can ultra his ultra with U2 yet but I know if you block his U1 its a free Nitemare Booster(U1).