No I can play almost every character to some degree, minus Ibuki. Counter picking would be fine....I just don't know which characters counter Blanka.
I started typing this big write up and didn't notice your reply lol. Balrog is probably the best counter, followed by Vega, Cammy, Fei, and Hakan(this match up is really bad). I can post some matchup stuff with those characters later.
Since GAF has several T-Hawks and people seem to struggle with Blanka in general, this post will mostly cover T-Hawk vs. Blanka with the notes I have taken, the testing I have done, and my experience playing this match up. I will also add some general things about Blanka later that most people don't know about. Warning, this is gonna be a long ass post.
The Big Issues For T-Hawk Against Blanka
1. Hawk can't punish ball for shit in most cases.
2. Struggles to mix up Blanka, especially when Blanka has Meter.
3. Although Hawk can have a strong footsies game, Blanka has better normal in general.
4. Blanka's speed and movement can be hard to keep him pinned down, as well as having a few options for escape.
5. Hawk generally has to take more risks than usual in this match up.
Preface Before this Matchup/Ultra Choice
-You can pick whatever Ultra you prefer, its up to you. I recommend Ultra 2, as it gives a strong threat to Blanka's air options and is useful for punishes. Ultra 1 can also punish a variety of moves and stuff as well, but you lose the air threat. Ultra W has the most use, but you will have to decide if its worth losing the damage for, as damage is crucial in this match up imo.
-Meter is going to be important, it not only gives Blanka more options, but gives Hawk a way to apply pressure and shut down some of Blanka's escape options.
Neutral Game/General Footsies
Your basic goal is to get Blanka to the corner, and get him to burn meter to give you a stronger offense.
-Far Standing Jab(S. LP), Crouching Jab(Cr. LP), Crouching short(Cr. LK), Far Standing Forward(S. MK), Crouching Forward(Cr. MK), Far Standing Strong(S. MP), and Crouching Strong(Cr. MP) are your best buttons in the neutral game.
- Close Standing Strong(Cl. MP) is great when up close, as it is +6 on hit and 0 on block.
-Standing Roundhouse(S. HK), while useful for punishes, whiffs on a crouching Blanka. Sweep(Cr. HK) is also useful, but can be punished by Far Standing LP into Ball. Not the easiest punish but something to be cautious of.
- Far Standing Strong(S. MP) is a great poke and jab combo ender, but make sure Blanka is standing when used in a combo. Crouching Blanka this move will whiff on in a combo.
-Slide can punished on block with SPD, Super or Ultra 1. Focus dashing the sweep also works, or focusing for a crumple is another good option.
-Refrain from jumping in the neutral. Most characters cannot do much to Hawk when he neutral jumps mid-full screen. Blanka with charge will just Up Ball you to death.
-Well timed dashes help to close space as well as LK Condor Spire which builds some meter. Blanka can punish these with a well timed sweep or slide, but it isn't the easiest, and if you block it, you get a free punish.
-EX Condor Spire is great for pressure. While its -3 on Block, it is hard to punish, and Blanka's fastest normal is Far Standing LP at 3 frames, which EX Condor Spire will put you close enough only close normal will come out, Blanka's fastest close normal is 4 frames, making this a great approach/pressure tool.
-Jab to keep Blanka honest with Hori Ball. Use Cr. LP as its hit box is best suited for this.
-Use these to make Blanka play more honest. Honest Blanka is much easier to deal with then derp Blanka in this matchup.
Hawk Against Up Ball
-Unfortunately L, M, and H Up Ball are unpunishable on block and hit except in the corner.
-Whiffed Up Ball you can chase down and punish.
-EX Up Ball when not FADC'd are punishable on Block however, and stand blocking reduces the balls bounce back. The Punishes are:
1. Stand Roundhouse(S. HK)
2. MK Condor Spire (this is spacing specific, Blanka needs to do the Up Ball close to you).
3. EX Condor Spire, leads to soft knockdown, can be followed up with Tomahawk and Dive.
4. Dash Forward LP, MP, or HP SPD(Preferred punish without Ultra). These have 2 frame startup and will punish, while EX SPD has 4 frame startup and will not work if Blanka immediately jumps or backdashes.
5. Dash Forward Super, Dash Forward Ultra 1, or U2(no dash needed) for best punish.
Hawk Against Back Step Roll
- If blocked high or at apex of roll, any Condor Spire will hit leading to soft knockdown.
- If blocked low Condor Spire will Whiff, use Dash SPD instead(Preferred)
- Dash SPD, Dash Super, Dash Ultra 1 or Ultra 2 will connect
- If blocked High, Sweep leads to hard knockdown. Blocked low Sweep can still reach in some cases, Dash sweep used when it does not.
- Focus is very useful here. Builds Ultra Meter and you can see what side he will land on. If behind, dash towards SPD, Super or Ultra 1. If in front, release focus as he is about to land for a crumple.
- Be careful however, if you see Reversal pop up during the start up, do not focus, as Back step roll breaks focus when used as a reversal.
- If you Focus the roll and Blanka ends up behind you, back dash then Ultra 2. Forward Dash Ultra 2 whiffs almost all the time(I honestly don't know why).
- EX Back Step Roll is mainly used to escape the corner, however HP and EX Tomahawk will stuff it during its startup(Back Step Roll has fairly slow start up). You can also stuff it with Ultra 2.
Hawk Against Horizontal Ball
- Cr. LP will stuff all versions of Hori Ball. S. LP can also be used, but it has slower recovery and needs to hit at tip of the move.
- EX Tomahawk will beat out ball outright, and HP Tomahawk will beat out them as well, need to hit slightly early with it however. Can react to long range HP Ball or mid range MP Ball(MP Ball travels slower).
- Stand Block reduces pushback.
- LP, MP, and EX Ball unpunishable on block or hit except in corner.
- HP Ball Punishable on Block. Punishes are
1. Standing Roundhouse(S. HK)
2. EX Condor Spire
3. Immediate Sweep. Leads to Hard Knockdown.
4. Dash Forward Super or Ultra 1, Stand Block helps here. Dash SPD does not work but Dash Super and Ultra 1(1 Frame faster startup then SPD) will.
5. Ultra 2. Doesn't matter if stand or crouch block.
Dealing With Blanka's Hop Mixup
- Throw, SPD, and Tomahawk are options, but have a chance to go the wrong way.
- Cr. LP and Cl. LP will stuff these mix ups more efficiently, really any characters jab will.
- Follow up with a combo or tick throw.
- Only time not jab really is on knockdown and Blanka goes for a meaty Hop Up Ball, or meaty Hop Electricity as it will stuff these jabs.
Hawk Against Blanka's Ultra's
- On Ultra 1 mix ups, if you have a bar of meter, use it on EX Tomahawk, it will blow through this mix up.
-On Blocked Ultra 1, Dash Forward SPD, Super or Ultra 1. Alternatively you could just Ultra 2.
- Ultra 2 Anti-Air, Just walk up, Focus crumple and follow up.
- Ultra 2 Anti-Ground. At full screen(where Blanka would use this) Immediately jump forward and condor dive at the highest point, It should hit him inbetween the bursts of electricity. Alternatively, you could immediately jump, Condor Dive before the highest point landing in front of Blanka for a SPD, Super or Ultra 1.
When Hawk Has Blanka Knocked Down
- The key here is to make Blanka Burn his meter, EX Up Ball beats almost all of Hawks options or trades with them. So safe jump the shit out of him.
- When Blanka has no meter, Up Ball or any other wake up option other than focus back dash will flat out get beaten by a meaty splash.
- If you think Blanka will Up Ball on wakeup, you can take a risk and HP, or EX Tomahawk, which will beat out the start up of any Up Ball. Ultra 2 will do this as well.
- Regular throw is not a bad option, far less recovery then SPD and Blanka wont be able to punish and escape negating the ground you have earned.
That's basically all the T-Hawk specifics and advice I can give on that matchup, since this post is so long, I will make another one with some lesser known stuff about Blanka that would be useful.