Whoops, posted too soon. Editing!
Evil Ryu observations
Note that this is just observations I've made or things I've read. Not all of them have been thoroughly tested.
E.Ryu is less zoning and spacing intensive than normal Ryu. He is more of an offensive character.
FAST walk speed and big range on his dash.
Against Evil Ryu, you CANNOT Focus Attack his fireball if he does cr.MK xx Hado. If he hits you with cr.MK, something to do with both the range and hit/blockstun of the move prevent you from FA'ing the fireball. You'll just stay in block stun if you try.
This means, against E.Ryu, don't FA after cr.MK. I used to do this almost instinctively against Ryu if he didn't have a lot of meter (because I wouldn't expect a Ryu to blow a meter on an EX Hado just to break my focus). But, his Axe Kick breaks Armor, always, so my habit of charging focus after seeing cr.MK got me slaughtered a few times in a hurry.
Evil Ryu's f+MK is his sort of jump-kick type thing from the Alpha series. It goes over low attacks, but doesn't count as an overhead. It leaves him at a disadvantage on block, but I'm not sure how much.
Only the EX version of his Axe Kick hits overhead - the non EX versions you can block crouching. As a matter of habit though, I'd get used to standing at the end of blockstrings just to be safe.
His dive kick has slightly better frames on hit/block, it seems, than Akuma's command dive kick (not the Demon Flip dive kick). It also looks like he can do it from slightly different heights than Akuma was able to, but that's just what I've heard.
E.Ryu has two target combos, but he can't cancel them.
E.Ryu's health and stun are similar to (if not the same as) Akuma's. He dies quick, so if you get an opening, punish him hard.
If you block his Ultra 1 (fireball Ultra) I don't think you have time to Ultra 1 after blocking. I'm not sure though.
His Ultra 2 full animation is badass. Y'know, just FYI.
Players with good execution can hit you with some seriously beefy combos: cl.HP xx MK Axe Kick > cr.MP xx LK Tatsu > HP Shoryu = ALL YOUR LIFE IS GONE. It actually takes off closer to 40%, but that's still a really big chunk of damage that costs him no meter.
He still has his two-hit j.MP. It still juggles into Ultra.
Axe Kick can be hit or thrown out of startup, even the EX version. If your opponent is always cancelling into it, this is good to know.
His Ultra 2 full animation is also badass. The more you know.
Crossup Air Tatsu doesn't allow E.Ryu to follow up with Sweep like Akuma can.
However, he CAN follow up with Sweep after LK Tatsu, but only against certain characters. I don't believe he can do it against Chun.
Sweep can still be punished with Ultra 1.
Ultra 1 can be charged and released, meaning it's much less likely that E.Ryu will perform an Ultra Juggle too early.
His teleport sucks. It is slow, has poor range, and, as far as I know, can't be cancelled.