I haven’t really gotten the chance to play against any real strong Blankas nor Bisons, so I can’t really help you much there. But I’ll tell you my strategy for playing her.
It’s best that while using her rushdown you use her crouching attacks, because that’s where most of her good pokes are at. While the st. far jab and st. close short are good pokes, you have access to her rapid fire jabs and shorts (it’s better to use her rapid fire short), strong, forward (at max distance), fierce, and rh clip while crouhing. Just be wary of overheads and small jumps.
While crouching, if you’re close to your opponent, use 2 rapid fire or shorts into a strong. It’s not a complete stun combo, but if yor opponent tries to attack you after the shorts the strong should stuff his/her attack. If the shorts connect, buffer into either the Ryuu Enbu (test to see if that connects, I can’t remember at this point), or if you’re good enough into her Deadly Ninja Bees. If you have a bar and the two shorts connect, throw out a third short and buffer into Her Super Deadly Ninja Bees (this is your best option obviously). If you want, you can use a fierce after the 2 rapid fire shorts, but just remeber that the attack is slightly slower than the strong. If the fierce connect, go into Ryuu Enbu or, more preferrably, the Deadly Ninja Bees. If you have the bar, Super Deadly Ninja Bees is the best way to go. If the fierce is blocked, buffer into the fan to prevent any retaliation. If you want to do more chipping, and you know it’s safe to do so, cancel any of the following limbs mention into a Super Deadly Ninja Bees. If the attack was blocked completely, you cannot be punished in any way. If you are a certain distance away, you could do her forward slide to poke at your opponent. Be warned, used this move seldomly, for this move’s start up is a little slow, and is punishable if done at a bad distance. Use her rh clip as a surprise attack from time to time, it’s quick, and if your opponent is down, the momentum of the match now switches in your favor. If the clip is blocked, buffer into the fan to be safe, or into the Super Dealy Ninja Bees if you can waste the bar.
If you want to use standing pokes as well (which I strongly suggest), try using her st. far jabs and st. close shorts. The jabs are relatively quick, and have very good range. If you happen to connect one of them, and you have the reaction time to do a lvl 3 Super Deadly Ninja Bees when you have it, waste it. As for the st. close short, it’s undisputedly her best comboable limb in her arsenal. The limb can combo into the following: st. far and cr. jab; st. close, far, and cr. short; st. and cr. strong; cr. fierce; and cr. rh; and any of her ground based special or super moves! Basically every time your st. close short is blocked or not, and your opponent can’t guard cancel counter or roll, you do not have to fear any type of retaliation what so ever. Her st. strong is the limb with the least usage, and should therefore be steered clear from. Her st. far forward can be used as an anti-low poke and somewhat of a carrier move (although not advised). Her st. far fierce and st. rh (close and far) can be used as anti-airs.
For jump-ins, you only need 3 buttons. Those three buttons are her short, fierce, and rh. Her short for cross-ups and air-air combat, her fierce for air-air combat (especially since that is her air grab botton), and her rh for air-ground combat. Using any other attack button is unadvisble (except for maybe the jab for air-air combat) and is used at your own risk (especially the forward for cross-ups).
For combos, I already gave those out is an earlier post, so to not feel redundant, please refer to the earlier post.
To be continued…