I really don't want to see option-select auto-evades ever again, but I do like the Amy hop, I remember it. Raph should have it if Amy does; he should be as well-off as her or better if it's about technique* or stamina.
I have a wishlist, which mainly breaks down into: "What every move - of any character - in this system should do," mostly about soul crushing, and "What this move should do or just be removed." Let me just give the parts of the second list I cannot do without:
Free up some input slots, and use them. Move 11B back to simultaneous press (8wr B+K, maybe) and put 33B in 11B (likewise 99B). Scrap or redesign 66B and bam, two forward-moving 8wr verticals. Cut 44K so it's just 11_77K, move 66K back to 44K, and you have a free 66K. Make it something you'd actually do over Run K. <_< Possibly Advance Step, but I'm fine without it, and I don't think advance/retreat can ever be put in SC's system anyway.
Don't change B+K, even its flaws and weirdness (keep death stun pl0x). Give Raph an aggressive tech step attack. 66B is a good candidate for this, it would excuse a part where he turns his back on the opponent. Whatever the TS is, he deserves one if something as reckless-looking as Soph B+K counts. But Vurkolak is different. Raph B+K as it is represents an
envelopment fairly well, even if we don't see an
envelopment animated. Keep VE a threatening, scary stance to
be in, even if it has nuances. EDIT: That's why I mention these two together. A
stocatta, as a tech step vert, would complement VE well. Or some vert GI, that GIs specific directions of cut.
Raph horizontals are sad. You only have seven to work with, and probably four of those are fixed in function. Every one that doesn't cover horizontal space should in itself be amazing; in top 15. I like the -idea- of 3A, it's a flank cut, but it's weak. He winds up for 20 frames and makes a show of it, make it hurt. It's "fat" on one side like
everyone else's verticals, but no reward. I'd most like it to be animated as it is now, i20, with real stun on hit, at least counter hit. Straight to mid/low/throw. Keep G=-14, hell make it worse. Keep linearity. But if Raph is going to use his precious open-ended 3A input on something that doesn't solve his large problem, make it hurt. Make it a move that conceptually just had to be horizontal. (And let me use it to stop that damned Crane stance, ugh)
Remove AA. You know it's true. It's just not how Raph will play. Design for A (and AB hopefully) knowing that it's just A (and AB). Further, if A doesn't track both sides, forget about tracking with it and add

, a feint of A that does track. Simple. 66A could stand to be improved. To make it a
press, there should be a guessing game after the block. Rather than boost its frames, make a confirmable 66A.A create a frame trap on block, possibly Low. Poof, 66A suddenly makes sense as an i23 High on a character that usually hates zero-range. Either it's confirmable, NC, or the second move is itself alright on block. I want to say something about 44A and 22A together, but not here.
For badass points:
Imagine this. SEβ K is an

that cancels stance into teleport. Teleport in place, upright. Better yet, make K6 do that, and K teleports in BT. K4 goes behind the opponent (facing them). Maybe K2 does something.
Then it would really be a Shadow Evade, lol.
*
"Technique" is his having 1BB and Amy only 1B (look at his legs and remember 1BB recovers standing); Amy can have 'agility' out the wazoo, even friggin BT B+K236 backflips, whatever.