Vanilla hop is 25f, extra grounded frames were added in normal AE
Vanilla Blanka has best u1 has an anti air hitbox+extra damage, best coward’s crouch(can release while holding charge) and a different lp ball which we can argue about if it’s better or not. It allowed some different safeballs than the current lp ball, and allowed easy ground crossovers, it’s harder to see too. New lp has less range which is a positive for neutral movement especially against characters like sim, and allows a different set of safeballs.
Super Blanka has the fast hop without the grounded frames, new lp ball, but keeps old MP/HP ball and old slide, and electricity on hit leaves the opponent at a different spot on hit. I honestly don’t remember if it is farther or closer, but it’s not really a buff or nerf. He also got U2, and Either him or AE blanka got a buffed cr.hp too.
AE Blanka has no advantages over 2012 Blanka other than a better recovery on backthrow, otherwise he’s strictly worse. IGNORE HIM
2012 Blanka has knockdown upball that is less safe, a reduced pushbox, overhead, 5f ex elec, knockdown ball on first few frames, nerfed ball hitboxes/hurtboxes/pushback/throwable frames, slide with bigger hurtbox in recovery but less total frames, controllable rainbow that doesn’t go as far, and grounded hop.
Ultra Blanka has safer rainbow rolls(lol), airborne st.mk, faster dash leading to broken setups(and fixed b.throw setups too!) but more advantage on focus forward dashes, +5 cr.mk with more pushback, knockdown hp ball from any distance, focus and red focus cancelable normal upball and EX.
In theory you’ll want to use Vanilla, Super, 2012, and Ultra Blanka depending on the matchup. I haven’t worked it all out, but pretty much every version has strict advantages over others except normal AE who is flat out a mix of all the worst attributes of 2012 and older versions.