Long post but I have to do this. At first I was worried they were messing with Blanka's Crouching Mk, now I'm worried in the opposite fashion, its too good. Consider this a warning of what to expect from competent Blanka players (there aren't many of us).
Crouching Mk was changed to now have less pushback, changed from 5 to 4 frame startup, and the advantage on hit was changed from +5 to +4, what does this mean? His Cr mk is now as fast as his Cr. lk, making it much more useful in footsies. Cr. Mk is now the preferred button for crouch teching and getting his offense going. Cr. Mk to Ultra is back to being a 1 frame link, no big deal, not the hardest link if you have been playing for a while. The reduced pushback opens up new combo capabilities, such as Cr. mk to electricity. It also opens up some, well, nonsense. Lets get started.
Cr. Mk-Cr.mk is still possible, its a 1 frame link and will be the go to for Blanka from now on. However here is some of the nonsense that is capable with this buff. Note, J HK refers to jump towards, and will the one used in the combos I describe.
Cr. Mk-Cr. Mk-Far S. Lp-Hp Ball (Character Specific)
Charged Overhead-Cr. Mk-Hp Ball = 264 Damage, 360 Stun
J HK-Cr. Mk-Cr. Mk-Cr. Mk-Hp Ball = 363 Damage, 570 Stun
Seems good, what about Red Focus? Well
J HK-Cr. Mk-Cr. Mk-HK Up Ball-RFC-Cr. Mk-Cr. Mk-Hp Ball =440 Damage, 645 Stun
J HK-Cr. Mk-Cr. Mk-HK Up Ball-RFC-Cr. Mk-Ultra 1 = 492 Damage
J HK-Cr. Mk-Cr. Mk-HK Up Ball-RFC- Ultra 2 = 520 Damage
Oh yeah, there's also some character specific stuff with this:
J HK-Cr. Mk-Cr. Mk-Cr. Mk-HK Up Ball-RFC-Cr. Mk-Cr. MK-Hp Ball =441 Damage, 680 Stun
J HK-Cr. Mk-Cr. Mk-Cr. Mk-HK Up Ball-RFC-Cr. Mk-Ultra 1 =458 Damage
J HK-Cr. Mk-Cr. Mk-Cr. Mk-HK Up Ball-RFC-Ultra 2 =496 Damage
Wow seems really good right? I'm not even to the scary part. In Ultra, Blanka had a bug that made moves cancelled into hop far less unsafe, its unsafe on its own, but it became piss poor for one of his gimmicks. Although not listed, this bug appears to have been fixed, and due to this, along with the Cr. Mk buff, Blanka is now even scarier mixing up people and going for resets.
J HK-Cr. Mk-Cr. Mk-Hop = Places Blanka behind you, not completely safe.
J HK-Cr. Mk-Cr. Mk-Cr. Mk-Hop = puts Blanka in front of you, not completely safe.
J HK-Cr. Mk-Cr. Mk-Far S. Lp-Hop = Depending on where the J HK hits, this is incredibly ambiguous, also not completely safe.
From these, Blanka can go for a variety of mixups, go into throw, electricity, or a combo. For example, a Blanka with good execution, if they land a Counter hit Cr. Mk after the reset, will be able to store enough charge to hit you with another Cr. Mk into Ultra 1, this combo does 506 Damage + whatever they did before the reset. I haven't even tested what is now capable on counter hit.
Edit: wanted to add, Cr. Lk links into Cr. Mk as well, all his BnB's are better now
Guys, I'm sorry...