canceling normals to backhop can be interesting and it lets you play a bit of a cat and mouse game. It can also open up a f.hop gimmick for your opponent will be expecting the backhop.
Backhop in corner to dodge lows, then ultra as a whiff punish is an occassional thing you can do.
Backhopping away from your opponent with u2 charged and them in chip range can be intimidating for characters who can’t punish unless close, this causes them to rush in and you can ex upball/ex horiball them pretty easily.
Backhop can be used for very specific positioning after certain hard knockdowns, notably super and U1. You can put yourself in a position for a very ambiguous jumpin by doing backhop, then f.hop, dash, or kara f.hop. Actually sometimes unblockable!
U2g is great against Sagat, especially if the player has chosen their fireball ultra. The projectile invincibility of u2 leads to a funny counter ultra whiff if they try to fire off their ultra during your startup animation. Nothing looks as cool as a shitload of fireballs whiffing past blankas head. I wonder if it can be baited with a safeball setup, activated as a counter ultra and still work? I presume it might also work on guile, sak, ryu and dan too, situation dependant.
i would love to know why the japanese players think blanka beats sim and honda.
i do agree on the blanka - vega match… vega is really tough… his pokes are annoying as hell.