Uh, folks. You don’t need optimal combos with E Ryu to do well. Simple buttons => light tatsu, shoryuken is enough. Heavy duty combo optimization doesn’t matter to the beginner one bit. It’s like telling some beginner to not play a KOF13 character because that character has a hard HD combo, when it’ll take a long time for the beginner to get to HD combos at all.
The difference between Ryu’s and E Ryu’s preferred spacings and the basic feel of their movement - Evil’s walk speed and dashes are so much better it’s not funny.
For Evil Ryu, the basic important stuff:
cr.mk spacing. It’s his most important button. You need to have a good feel for the range of that button. cr.mp and st.mk are important as well.
cr.mk xx fireball and cr.mk xx light tatsu, shoryuken are your bread and butter combos from footsie range.
Up close, something like cr.mp, cr.mp xx heavy tatsu or fireball should do fine.
Also, see the info packet in my signature. Has a bunch of good stuff for a beginner to the genre, from establishing a good mindset for learning to explanations for how the neutral game works to an indepth breakdown of the SF4 engine so you can understand why the stuff that works, works.
Recommended comfort moves for Evil Ryu: cr.mk, cr.hp, st.hp, cr.mp, fireball, j.mk, j.mk
Never, ever jump forward. Neutral and backwards jumps are allowed.
(cr. = crouching cl. = close standing st. = far standing, j. = diagonal jumping nj. = neutral jumping, lp/mp/hp = light/medium/heavy punch, lk/mk/hk for kicks respectively)