Hello, this is EmphyNAPS on a friend's account, and after five weeks of playing Evil Ryu, here are my thoughts and findings:
-Evil Ryu's hadouken is very slightly quicker in either start-up or recovery, compared to Ryu.
-While cr. mk is not as quick or as low as the other shotos, the trade-off is the fact that it moves Evil Ryu forward. This means that cr. mk cancelled to hadouken will jail more on block, and will never fail to combo on hit no matter what the range of the initial cr. mk.
-I don't know who reported it first, but axe kick is not qcf+k. It's hcf+k.
-Although EX shoryu doesn't have as much invincibility as Ryu's or Akuma's, it seems to still have more invincibility than all of Evil Ryu's other shoryus (maybe as much invincibility as Ken's, or less)
-Jab shoryu to Ultra 1 without FADC definitely does not work (not even in the corner). However, it kinda goes without saying that any instance where Ryu can do Jab Shoryu to Ultra 1, Evil Ryu can as well (AE Ryu specifically, meaning if you trade with it as an anti-air, Ultra 1 is possible given the right range/trade).
-Speaking of Ryu's shoryu, Evil Ryu's jab shoryu can combo into medium shoryu in the corner for extra meter.
-As DTC mentioned, cross up air tatsu will float an opponent if they are airborne (usually only happens when the opponent tries to anti-air with a shoryu type of move and goes the wrong way). However, the extent of which is not exactly like Akuma. The opponent is put in a juggle state more along the lines of shoryu FADC. For example, if a medium shoryu is done immediately after, only the second hit will connect. You can even land Ultra 1 for all 8 hits!
-After extensive testing, I can confirm that after lk tatsu connects, Evil Ryu can only sweep five characters: Dee Jay, Boxer, Rose, Cammy, and Dhalsim.
-By now, most people have heard of the infamous no meter punish combo: something into medium axe kick, cr. mp, lk tatsu, shoryu. However, lk tatsu will whiff on Rufus and Blanka, presumably because of the way their hitboxes get when they get hit by cr. mp. Luckily, cr. mp can be replaced by cr. lp or cr. lk to connect the lk tatsu after.
-Medium axe kick only combos from four normals: close st. mp, close st. hp, cr. hp, and counter hit cr. mk.
-Whoever said that axe kick could not be comboed off of after FADC was incorrect. Medium axe kick FADC close st. mp is the best option.
An idea of Evil Ryu's frame data (needs more testing):
-cr. mk is 7 frame start-up
-cr. hk is 7 frame start-up
Ultra 2 is 9 frame start-up
(EmphyNAPS posting on a friend's account)
"Axe Kick (Wheel Kick): Guard crush, LK version is safe on block, MK version can combo into low strong / low jab > anything but not safe on block and HK version is ridiculously slow and I don?t see a use for it yet?."
Again, LK version is most definitely NOT safe on block (-7). In fact, he has it backwards. MK version is the safer one, which is -2 on block (can be punished by SPD, Chun super, etc.) HK version can be used as a ghetto frame-trap, because it is +1~+2 on block. A more legit use of HK version would be after focus crumple back dash for a more damaging untechable knockdown compared to sweep (please note that only HK and EX versions of axe kick give untechable knockdowns).
"Ex Version: Same speed and safe on block like Lk version?s except it?s an overhead. " (in regards to EX axe kick)
EX version is also unsafe. It is -4 on block.
I probably have forgotten some other things, so I will edit this post if I did.