Ive been a member for a while but im usually not a poster. Anyway, the general feel in the evil-ryu sub-forum is that he is not good enough and wants the rebalance to give him x and y like ryu/akuma. That being said the main focus of this thread is the axe kick. I will discuss each one individually.
LK Axe kick: -7 on block, 0 on hit
As the frame data suggests this version is meant as a combo ender. The most practical way to combo into this is through far mp. On hit it leaves you at a distance where you can kara throw using HP and gives us a throw/srk mixup (a bit simple yes). LK Axe kick is also 10 frames faster than HK Axe kick and travels a good less distance (which will be discussed later).
MK Axe kick: -2 on block, +4 on hit
MK Axe kick has been discussed thouroughly and i feel this doesn’t need to be discussed anymore.
HK Axe kick: +1 on block, untechable knockdown
This version gives frame advantage on block and so can be used to apply somewhat safe pressure. However, the startup for this move is quite long so specific setups are required.
After a c.lk,c.lp.HP SRK and light tatsu.HP SRK (any previous moves before the tatsu are irrelevant as far as i know) you can time a HK Axe kick to hit on their wake up and cannot be jabbed out of. This also leaves evil ryu at a distance to use far mp xx MK axe kick which will combo on CH and you can also go for walk up kara throw or c.mp for another CH setup… The HK Axe kick can be DPed so ill go back to LK axe kick which can be used to bait a dp. Be careful far reaching dps can hit the axe kick on recovery but i think close dps will whiff.
Along with all of this, both combos allow for a dash follow up into meaty pressure/grab/srk.
Hopefully, the rebalance will give him a faster sweep and more hit/block stun on his axe kicks and dive kick and then evil ryu may well be tournament viable :).
If you guys have anything else to say bout his axe kicks i would love any feedback.