Here it is, I could probably edit it better.
Well, to me he is. There’s several reasons for that.
- The God press/Gigantic Pressure
To me, the GPs are probably the best punishing moves in the game for any mistake. They both do great damage and are the setups for the strongest Rugal combos. It also will shut out some moves, in particular, Blanka’s flying ball, c.fp, and electric flying ball (good ol’super). This section is more or less about this move although I point out a few other things.
A. The Flying ball
The GPs will catch an FB anywhere in the middle of the attack with the exceptions of at the very beginning of the attack or just when it hits you (of course). Sure, most people don’t use it at long range often, but with the fact that both GPs stuff it will most likely make it unusable outside of buffering or a linked combo. The Vertical ball isn’t too much of a factor since it’s used for anti-air most of the time (at least that I’ve noticed). You can GP it on the way down.
B. The mighty Crouching Fierce
Surprisingly the GPs crushes it for the most part. There is maybe two situations I’ve encountered where they trade hits or MAYBE the c.fp will stuff the GPs (The God press more so since the Gigantic Pressure is a super but Ifve had it stuff a lvl 1 Gigantic Pressure on occasion). The point where Blanka’s fist is fully extended and sometimes at the very beginning of a c.fp where he starts to extend his fist are the two situations Ifve encountered. The beginning of a c.fp will sometimes stuff a GP but a trading of hits or the c.fp will get stuffed itself are the two outcomes I encounter most. The instant the c.fp is fully extended is the other instance. If the timing is even a little off when the person launches that c.fp, Blanka will get GPfed.
Therefs an interesting property with his c.fp that helps with a lot of characters as well. Itfs the fact that doing a c.fp makes Blankafs own hit-box very horizontal. This allows players with a decently long poke to hit Blanka when their just outside of the range of the c.fp. In the case of Rugal, his standing fp more or less stuffs the fuck out of Blankafs c.fp from about a half to three-fourths a screen away. It will trade hits on occasion but thatfs really hard to do unless youfre both rhythmically pressing FP.
It doesnft mean that the c.fp has been completely rendered useless, it just prevents it from being used as anti-ground rush attack or a poke to keep opponents away. It still carries a bad problem for your point blank and happens to through it out. Then again, youfll most likely see it coming out before it hits you anyway.
C. Supers
Oddly, a GP can actually stuff these BUT itfs pretty hard the higher the level of the attack. The level 1 EFB can be God Pressed or Gigantic Pressurefd no problem. The issue is the level 2 and 3 EFBs. The level 2 EFB can be GPfd but more often than not itfll trade hits (and not in your favor). It needs to be the later half of the attack to effectively take Blanka out of the move. Itfs quite the same for the level 3 ball. The standard GP has a slight wind-up to the start of the move. If youfre able to time the GP so that youfre just starting to move when the EFB is about to hit you, youfre more than likely to hit the move. You can sometimes do it in the later part of the flight but itfs semi-hard to. Ifve noticed this works because there have been a number of occasions where my friend would try this and I would GP him out of it. Of course hefd go gWHAT THE FUCK!?h 
The Kick special is more or less the same idea as the EFB but a standard GP will crush any level granted that Blanka is on the ground and moving already or he starts by doing that slight vertical roll. I keep getting hit as the ball comes down to the ground and starts the roll. Of course the level as Invinci-frames so that one has to be GPed when hefs rolling on the ground.
Now the question you ask is what does this have to do with defeating Blanka right? Well with these you can prevent Blanka from turtling the snot out of you. Seeing as Rugal has a better long distance game than Blanka does, you can launch fireballs until the cows come home OR until he starts rushing you down.
This is the tricky area. Blankafs rushdown is really good for the most part and if youfre playing the long distance game, hefll more than likely start to close the distance on you since playing from a full screen away isnft going to do him any good. Now since he canft use a Flying ball to close the distance rapidly (GP that shit
) wefll be forced to move either in a more vulnerable form. Either jumping, running, dashing or rolling (depending on their groove). Of course, you donft want Blanka rushing you down, so knowing which way hefs going to move, you can react to what hefs doing and prevent him from rushing you. Thus you can set of the pace of the match.
The only other issue that could crop up (that I can think) is a really good P or K groover who can nullify a long distance game. Thankfully, they donft have a roll so unless they are parrying or JDing everything you do (which even then will prove troublesome to them) you can still play an effective game against Blanka.
An alternative to deal with the EFB is either by doing a Dark Smash which will float you in the air for a second and make you dodge the attack. Sometimes you can knock Blanka out of a level 1 ball with it as well although dodging it is safer. Another solution is just to throw out a jab at the right time. The last solution is the Dark Barrier (hcf+k) which will prevent any of the 3 levels of the EFB or Kick special from hitting you. The Dark Barrier also prevents his Kick special as well.
It’s still a tough match overall though.
I hope that helps a little bit, if you have any more questions just ask. If you think this is BS, well, just ignore me. 