Blanka’s not anywhere near being a good character in ST, but he’s got some fun stuff. Like jumping forward, standing towards+strong xx hop right through them, throw from the other side. For the humiliation factor, you can change that up by canceling the towards+strong into the strong electricity; they think you’re gonna go for the throw, so they try to escape or counter throw, and get shocked instead.
You can also play weird wake-up games with his rolls, like rolling right past them just before they get up and then sweeping them from the other side. This fools a disturbing number of people. It also never ceases to amaze me how many fall for the jab/strong roll into throw or the kick roll, land in front and throw.
Speaking of those kick rolls, I don’t know if anyone else knows this, but they don’t bounce off of your oppoenent at specific ranges. If he hits them in one of a couple of frames that appear to be identical to the first part of his towards+strong headbutt, he just falls straight down and lands immediately after hitting them. This makes it possible to use the kick rolls safely against blocking opponents that can normally punish blocked rolls. You can actually do kick roll, hit (but don’t bounce!), land, crouching forward, punch roll, for example, and it all combos. The non-bouncy roll leaves you super close, so I think you could actually combo into the electricity for ‘shock’ value (heh, heh). Or change it up into the hop through them and assail them from the other side. I don’t know if it’s possible to cross them over on wake-up with that; if it is, I imagine it’d be bloody hard to do.
His super is pretty bad. He’s got some invincibility in it leastwise, on the way up at the very beginning (as soon as it starts going down, he’s suddenly vulnerable, and at that point almost anything that hits it will trade with or beat it). This makes it decent for anti-air or when you desperately need an invincible zero-frame wake-up, but little else.
Maybe I haven’t messed around with his super enough…are there any weird buffering tricks you can do with his super, and the fact that it can be delayed by holding punch? Could you use the super motion to do a kick roll, for isntance, and then immediately press and hold punch for the duration? Or maybe use the first part of the motion to do a jab roll, complete the motion, press and hold punch, and see if it starts up after he lands?