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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.
[list][]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.[/list]
Oni observations
[list][]I have been playing Oni in my free time so I have better knowledge on the Oni matchup. Still, this is mostly observations as testing is hard when you’re playing against the CPU or against a live player who wants to win and isn’t looking to learn about the character.
[]Oni has better health and stun than Akuma. I’d estimate 950 Health 950 Stun, which is still below average but much better than Akuma’s old health/stun rating.
[]Playstyle-wise, Oni is like the reverse version of Ryu/E.Ryu. Oni is more zoning intensive than Akuma (while E.Ryu is less zoning intensive). However, Oni is still an offensive powerhouse in the right hands.
[]The EX and HK versions of Palm Slice (looks kind of like Gouken’s palm attack) cross up when performed with the right spacing. EX juggles, HK does not.
[]His Ground Pound move hits overhead, always, but it hits twice and I think only the first hit counts as overhead.
[]The Ground Pound move is capable of catching you in the air if you try to jump back.
[]EX Palm Slice is a ridiculously good move to use as a damage reset during combos. Be careful of it.
[]If he tries to meaty Ground Pound on your wakeup, backdash wins most of the time. I don’t know if EX SBK works because he hits straight down.
[]He has two target combos: f+LP > MP, and b+MP > HP. Both can be cancelled. b+MP > HP does ridiculous damage and stun, but HP whiffs if you’re crouching. f+LP > MP hits crouchers.
[]I believe LP SRK can link off of LK Palm Slice (which means he can cancel into Ultra)
[]Oni CANNOT FADC his SRK if you block it - he can only FADC if it hits, and always only on the second hit. This means NO reversal SRK FADC throw setups.
[]Oni’s air dash has really bad recovery. If he does it close to you, you can punish for free, and maybe even Dash Ultra if he tries to escape with it.
[]Palm Slice has fireball immunity but is not hit immune. Especially since the EX version takes so long to start up, sticking out even a poke would allow you to hit him out of it.
[]His f+HP absorbs fireballs, but timing is weird. If he is using it a lot to nullify your fireballs, vary your timing and strength used.
[]His cr.HP is still a fantastic anti-air.
[]Ultra 1 has an up version (QCFx2 + KKK) which makes jumping over him dangerous if he has Ultra stocked.
[]Be careful jumping also if he has Super. Air Demon is harsh.
[]f+MK works as a kara throw. It has decent range but not great. Still one of the better kara throws in the game.
[]His Focus Attack on its own has pretty bad range. Kara Focus helps, but not by much.
[]Oni has NO good escape options. His backdash is slow and has poor distance, he can’t FADC his uppercut on block, he has no teleport, and his air-dash has bad recovery (plus he has to get airborne first). Pressure Oni after knockdowns to keep him off his game.[/list]