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Make it one of your goals to get in and land a kick throw. Once you do, you put your self in a highly advantageous mixup situation. Remember that since Blanka is a charge character, it becomes extremely confusing for him on how to keep his charge if you play tricky and keep switching sides with him. After the kick throw...
-low jump forward, crossup j.LK
This is safe against RC electricity, and you actually have frame advantage when you land.
-wait, kick throw again
-wait, 2LK combo to counter Blanka trying to throw you
Although it's not necessary in this instance, you can take a complete guess and try to 623HP after the crossup low jump LK also
After the kick throw...
-low jump forward, land, kick throw again This grabs Blanka right out of his wakeup RC electricity startup.
-low jump foward, land, meaty 2MP, 2MP > 236LP...
The 2MP hit perfectly meaty when you do it like this.
Whenever Blanka sticks out a 2HP, you can sweep his limb from far away if he whiffed. You can even try to do far 5HK > Super if you like.
Kyo far 5HK is a guaranteed counter to Blanka's 2MK.
One of Kyo's most often used moves is his 3HK. Blanka knows this and will be jumping up and down with his vertical j.HK to counter you. Use your Kyo 623HP to take him out of the air whenever you're in range.
The counter to Blanka trying to do super jump MK to cross you up is to use your Kyo cl.MK anti-air.
M. Bison (Dictator)