I see other character forums doing this, so lets get in on this to. First off there is no announcement of a version 2013, Ono has mentioned that he’s interested in doing it but this is all wishful thinking right now. So just for fun and for the sake of discussion, what changes would you like to see with Evil Ryu. This is mine which I copy and pasted from the rebalance request thread with some minor changes.
Light axe kick
-reduce stun from 200 to 100
-change it from -7 on block to -3
Reason: Right now I don’t know what Capcom wants us to do with this move. It’s unsafe on block, isn’t a true block string when used with low forward, and it does shit damage with no follow up or mix up opportunities. Pretty much all it’s good for is FADC combos. But that cost meter. This change will at least make it a pressure tool, but it’s still unsafe as it’s not a true block string and when spaced poorly, it can still be punished by fast normals or specials.
HK axe kick
-make it a overhead
Reason: It’s extremely slow and no Evil Ryu player uses it. It’s very easy to stuff it or jump out of it even when canceled from a normal with a lot of hit stun like st. HP or st. MP. If it’s an overhead, at least there will be some incentive in going for it and hoping to catch your opponent off guard.
EX axe kick
-give it hit invincibility
-reduce damage from 160 to 120
Reason: It shares a similar problem with the HK axe kick, it’s slow and gets stuffed or jumped out of so easily unless canceled from a high hit stun normal. This will at least make people be forced to block it similarly to Makoto’s EX chop. Reducing the damage should balance things out a bit. But it remains -4 on block and with very little push back, it’s definitely punishable on block. So it’s not something that can be thrown out without fear.
-change start up from 7 frames to 6
Reason: Evil Ryu is low health and low stun, but unlike other low health/stun characters. He lacks the tools to get in and stay in. With this he can at least Tatsu > sweep every character that Akuma can and stay on top of his opponents. He doesn’t have a deadly mix up game so it’s not like you’ll be seeing one axe kick combo followed by another on a wrong guess. So his wake up pressure will be pretty basic, but at least it’s something just to help him out a bit.
-change start up from 4 to 3 frames
-increase hit stun so that it’s +6 on hit instead of +5
Reason: OK this one is probably not necessary. It’s just me wanting more. I just want a faster jab so I can attempt to punish things like Balrog’s jab dash punch. And increasing the hit stun is so he can have another combo into a hard knockdown. Again I think I’m getting a bit greedy here but I just wanted to throw this out there.
The axe kicks is Evil Ryu’s unique special move, but Capcom has made almost every version of it crap. The only semi decent one is the MK version. These changes makes that move much more relevant, but not too strong. I changed very little else where so he’s not that different from before, except that you may actually use the axe kicks more this time around for pressure and as overheads.