Strategies, Frame traps and Option selects:"Don't be so reckless! You must focus on the fight!"Zoning out your opponent.One of the primary strategies most Ryu players will utilise is a zoning game, where they will throw well spaced fireballs and prevent you from getting in. This is done in several ways, and is best used against grapple-heavy characters (à la Zangief or T. Hawk) or rushdown characters that have to get close to you to utilise their battle plan (à la Cammy or Seth). To successfully zone out your opponent, there are several things you will need to learn.
Step one: When to throw fireballs.This step can be further split into several sections, detailing ranges for throwing fireballs, but in general, you do not want to just spam fireballs without thought. You need to learn the correct times to throw fireballs, and to bait a jump-in, or to not get hit with a special move. Remember that the jab fireball travels the slowest, but are easier to react to a jump-in from, so those are the preferred fireballs to thrown at midrange, whereas the fierce fireball travels the quickest, so it is best to use this at far range or during a "fireball war" (when 2 characters constantly throw fireballs at each other to try and control space). Here's the full rundown.
At full screen: For the most part, you should be safe to throw fireballs constantly at this range, with little risk of getting hit. There are exceptions though. For example, if you are fighting an Abel or Chun Li with Ultra 1, then do NOT throw fireballs at all, for risk of getting hit with an Ultra that hits full screen and can go through fireballs. Another example could be from fighting Sagat who has Ultra 2, as they might try and throw some EX tiger shots and combo into the Ultra at FULL SCREEN! Certain special moves can travel full screen and punish fireballs, but those are more reserved for the specific matchups and what to look out for. At this range, try and mix up your fireball speeds against an opponent who likes to focus or jump over your fireballs to try and throw them off guard.
Outside mid screen: This is the best range for Ryu to throw fireballs at, because he can pressure the opponent with fireballs, and when they jump, you will be at the perfect range to dragon punch. This is further enforced if the opponent is cornered and is known as a "fireball lockdown" (more info below).
Footsie range (mid screen): At this range, it is best to use your best pokes such as cr.mk and f.hp after you have scarred them from jumping. Once you do that, then it should be easy enough to get the opponent right where you want them. However, there is a range, where if you throw a mistimed fireball, they WILL get a free jump-in, and this is more common against characters who need a jump in to start their offence, like Cody or Honda. This is once again a case of just learning the perfect spacing for your fireball.
At close range: This is a range where you will not throw many fireballs unless they are in a block string. However, they can be used as a separate poke so it is very hard for your opponent to react to them, so you can get some free chip damage against your opponent.
So what is the perfect spacing for a fireball lockdown? Well, by perfect spacing, we mean an area where you can throw a fireball and be at a perfect range where if the opponent jumps, then you are at the perfect range for a dragon punch. In terms of finding out where this range is, that is for further research in training mode, as every character has different jump arcs and hit boxes. From looking at the training stage, it is around 3.5 blocks away from your opponent, preferably in the corner to further limit their options. Because of this, the opponent had very few options and will eat huge damage if they make a foolish jump in, more so if you have 2 bars of super meter and an Ultra stored up. This was very effective back in the SF2 days, when very few moves can make you escape from this lockdown. It isn't as powerful in SF4 as it was back then, but it can still be very useful in the right situations. Here is a scenario for you:
If Ryu has a character like Blanka in the corner, and has a perfect fireball lockdown on him, these are Blanka's options:
Blanka can jump towards: This is what Ryu wants him to do, and because of it, you will be at the perfect range for a clean fierce dragon punch to Blanka, dealing 180 damage off just one jump from Blanka.
Blanka can neutral jump: Ryu is still able to do big damage when Blanka neutral jumps. Just walk a little forward, and you will still be at the perfect range for a clean fierce dragon punch.
Blanka can jump back: Blanka will either get hit by the same set-up as in the one above, or he will still get hit by a fireball, which can be further juggled in the corner with EX special move, super or Ultra I.
Blanka can do any regular special move: He will get hit by the fireball, guaranteed.
Blanka can do EX Blanka Ball: It will go through Ryu's fireball, but wont cause a knockdown, so it can be punished in a big way due to Blanka being in the corner.
Blanka can do EX Rainbow Ball: This is Blanka's only way to escape the corner, but costs a bar of super meter, and can still be punished if not spaced correctly.
Blanka can do EX Up Ball: It will whiff completely and may get Blanka out of the corner, but will still be punished. with almost anything.
Blanka can do EX electricity: Same as with regular special moves.
Blanka can do Super/Ultra I: Because Ryu is spaced quite far from the corner, you will have enough time to block and punish accordingly.
Blanka can do Ultra II: This is the only way for Blanka to safely escape the fireball lockdown, but will cost all his Ultra bar. However, I wouldn't advise a Ryu fireball lockdown against a Blanka with Ultra II stocked up anyway.
That was just a rough scenario, and can be applied with all of the cast. You just have to figure out for yourself the risk vs reward for initiating a fireball lockdown.
Step two: Making the most of your antiairs.Okay, so once you get the hang of when to throw fireballs, it's good to know the ranges as to when you can antiair the opponent. Once again, I'll go through this step range-by-range, but for a general note, you want to make sure that you choose the best antiair for the job, and especially try and not whiff an antiair, for fear of being punished for it. Here are the ranges:
At full screen: This is an area where you really shouldn't be worrying about antiairing your opponent. Unless they do a special move in the air, then you wont be antiairing at this range. However, if you take maybe 2 steps towards, you will be at a range where, for the most part, a far antiair such as s.hp or s.hk(preferable) will hit the opponent who might be jumping in to close the gap. A common mistake made by Ryu players is attempting to firece shoryuken from this range, but that is ill-advised because it will most likely miss/hit, but do very little damage and you could pay dearly for it. Which is why s.hk/hp is preferred in this range.
Outside midscreen: Like stated above, this is the preferred range to do a firece shoryuken as your antiair, because at this range, it will hit clean and can surprise an opponent who thinks that they can get a free jump in on you. Plus, it does very good damage at this range.
At footsie range (mid screen): For this range, you can still do a dragon punch as an antiair, but your reaction time must be pretty good to react to a jump in at this range. Your go-to antiair at this range would be cr.hp, because you will most likely be crouched anyway, and it stops jumps which may make a shoryuken whiff.
At close range: It's unlike for an opponent to jump at this range, but when they do, you could go for an auto-correct dragon punch, but if you do not want to take the risk, then a jump back fierce works very well too, stopping most cross-up attacks at this range.
To make the most out of your dragon punch antiair, you want to hit it as deep as possible for maximum damage/frame advantage (so that it does not trade). To do this, it is preferred that you crouch down and perform a shortcut dragon punch. There are different ways to do it, but these are the motions that you are looking for:
If you hit a dragon punch using that input, then not only will it make the it hit deeper, but it will also help it
auto-correct! So next time an opponent tries to cross you up on your wakeup, just hit them with an auto-corrected dragon punch! (remember to delay the button press!)
Step three: Using footsies to keep your opponent out.Now I'm not doing to teach you all about footsies in this tutorial, but I will simply run through Ryu's preferred tools for playing footsies with your opponent. Rather than talk about ranges this time, I'll talk about the moves themselves:
Ryu's best footsie normals: st.

, st.

, cr.

, cr.

, cr.

,

,
st.

: Used for beating certain moves at a range just past Ryu's preferred cr.mk range. Can now be cancelled into special moves as of AE2012, so now you can 2-in-1 into a fireball for chip damage. Has some priority, but not as good as some of his other moves.
st.

: Can be used as a surprise normal if your opponent is walking forwards you. Not entirely useful, but good to throw out every once in a while.
cr.

: Has lots of priority and can be used at close range as a frame trap (see next section), or even further back, just in front of Ryu's preferred cr.mk range. Can also be cancelled into both normal and special moves, so if successful, then continue into a special move, or a combo (see above, may vary depending on range)
cr.

: Ryu's best poke by far. Has the most priority and can easily beat other character's normals at a certain range. It is used at two ranges; when Ryu's foot just hits the opponent and slightly closer. When Ryu's foot just hits, then that is a good range to 2-in-1 into a fireball for remotely safe chip damage. The range slightly close is the area where Ryu's cr.mk has the most priority and so this is where you want to use this normal at. Most Ryus will 2-in-1 this normal into a fireball, but it isn't completely safe, as high level players can focus dash the fireball and get a punish for it.
cr.

: Ryu's furthest reaching poke, and travels a pretty big distance. Use this to punish other people's whiff pokes as it comes out fast and hits pretty far. Use this just where Ryu's foot would hit. However, this move is unsafe if blocked and can be punished with other pokes/special moves/supers/ultras. So use this when you know that it will hit, or risk being punished for it.

: Ryu's overhead travels pretty far and can be thrown out to scare the opponent into standing, and so can be used as a way to connect with a crouching normal and potentially a combo.

: Another pretty important normal for Ryu is his solar plexius strike. It also travels quite far, hits twice (and so can break focuses) and can be combo'd afterwards easily. It also has good priority and so can sometimes beat other normals leading into it. Use this at around the same range as Ryu's cr.mk range.
As well as normals, you can also use Ryu's hadoken as a poke too!
Regular fireball: This is used because of how quick it comes out (the opponent has no time to react to it at close range) and it can give you free chip damage or full damage if it catches your opponents poke. Use the regular fireball just outside of Ryu's cr.mk range.
EX fireball: This is also really good to use, as it hits twice (so can break focuses), is hard to see coming, does decent chip damage and, as of AE2012, you can now combo after a counter-hit EX fireball (more info on the AE2012 changes video from the start of this tutorial). Use this just outside of Ryu's cr.hk range for maximum efficiency.
So this is basically it for spacing and zoning the opponent with Ryu. If you can master all three of these steps, then you can be confident in your ability to get your opponent where you want them. Now lets look at an alternative way to play Ryu, which can be very effective against certain characters and in certain situations. Let's look at rushdown Ryu!
Rushing down with Ryu. Rushing down with Ryu can be a really useful strategy against certain characters or in certain situations. For example, it is smart to rush down against characters who want to keep you out (eg. Dhalsim, Sagat) or against characters that don't have very many escape options (eg. Makoto, Rose). It is also useful to initiate a rushdown strategy against certain players, so players that like to jump in could be beaten with the fireball spacing strategy, but players who can not handle pressure can easily be beaten by a rushdown Ryu.
To play a rushdown Ryu, there are several goals that you want to achieve when rushing down:
1. Getting your opponent into the corner
2. Keeping them in the corner
3. Using block strings and frame traps to trick your opponent and getting damage off it,
4. Changing playstyles if needed.
Let's talk about each step individually:
Step one: Getting your opponent into the corner. Now why would Ryu want his opponent in the corner to begin rushing down? Well, when your opponent is in the corner, that's when Ryu has the most options for frame traps and for the most damage. This can be said for all characters who want to rush down, as getting your opponent into the corner can severely limit their options of escape.
How does Ryu do this? Well, here some easy tips to get your opponent into the corner faster could be to end all/most of your combos with a roundhouse hurricane kick to get your opponent into the corner. If you are just outside of the corner, use a forward hurricane kick instead, so that you do not corner yourself! If your opponent is crouched when you hit your combo (and so a tatsu will whiff), end your combo with a sweep and dash twice while keeping the pressure on your opponent. In addition, dash frequently when you score a knockdown to get your opponent into the corner faster. Your main focus, however, should be on hitting your opponent with a roundhouse tatsu to get him into the corner. Just remember that your opponent will feel pressured by this, and will most likely jump. So get at the right range that you can hit him right out of the air with any of the antiair options above, depending on your range.
Step two: Keeping your opponent in the corner. Now that you have your opponent into the corner, it is very important that you can keep them there. Most smart opponents will try their best to escape by any means, whether that's jumping away, using a certain special move or super/ultra or just by walking out of the corner. It is very important for Ryu to keep his opponent in the corner. This is done by baiting jump-ins with an antiair and just by understanding the matchups against some characters. For example, you can be safe that if you have a character like Cody in the corner, he's going to stay there, but if you have a character like Bison, who has many ways to escape the corner, you may want to try and re-think your rushdown strategy to defeat him. This can be done using any suitable antiair or air-to-air (like neutral jump roundhouse or jump back fierce) and by being aware of your opponent's meter and their mindset. For example, if you constantly cross up as a rushdhown Ryu and never change your playstyle, you can expect an antiair or your opponent dash out of the corner. So it is very important to utilise mix-ups with Ryu, which brings me to...
Step three: Using block strings and frame traps to trick your opponent and getting damage off it. This is probably the most important part for a rushdown Ryu, as you need to keep your opponent on their toes by constantly mixing up what you are going to do. If you just do the same mixup over and over again, you are not doing to get far in terms of damage against a smart opponent. Now Ryu has LOTS of ways to mix up your opponent, but I will list to you most of his options, provided with what it beats and what it gets beaten by (excluding frame traps).
(NOTE: All of these mixups will start with a knockdown cr.hk. Any jump-in mixup will always start with a j.hp, excluding cross-ups)
(NOTE: Any cr. normal that hits can be combo'd afterwards, using any of the recommended combos in the "combos" section. Same for if the jumping normals connect)
Mixup #1: cr.

,*wakeup*, BLOCK
BEATS: Wakeup reversal
BEATEN BY: Wakeup throw
Mixup #2: cr.

, *wakeup*, cr.

x3, BLOCK
BEATS: Any of your opponent's normals, high blocking
BEATEN BY: Wakeup reversal (depending on startup frames of the reversal)
Mixup #3: cr.

, *wakeup*, THROW
BEATS: Any of your opponent's normals, blocking
BEATEN BY: Wakeup reversal, Crouch Teching (techs the throw)
Mixup #4: cr.

,*wakeup*, cr.

, THROW
BEATS: Any of your opponent's normals, high blocking (both with the cr.lp), blocking (with the throw)
BEATEN BY: Wakeup reversal (depending on startup frames of the reversal), Crouch Teching (techs the throw)
NOTE: This mixup can also be done using 2 blocked cr.lp, but you must kara-grab Ryu's throw.
Mixup #5: cr.

, *wakeup* cr.

x3, cr.

, FIREBALL *CHIP DAMAGE*
BEATS: Any of your opponent's normals, high blocking,
BEATEN BY: Wakeup reversal (depending on startup frames of the reversal)
Mixup #6: cr.

, *wakeup*, j.

, cr.

x3
BEATS: Any of your opponent's normals, low blocking (with the j.hp), high blocking (with the cr.lp)
BEATEN BY: Antiair reversal (depending on startup frames, if the j.hp was a safe jump, then only a 3 frame DP could beat it), reversal (with the cr.lp, depending on startup frames of the reversal)
Mixup #7: cr.

, *wakeup*, j.

, *wait*, THROW
BEATS: Any of your opponent's normals, low blocking (with the j.hp), blocking (with the throw)
BEATEN BY: Antiair reversal (depending on startup frames, if the j.hp was a safe jump, then only a 3 frame DP could beat it), Crouch Teching (techs the throw)
NOTE: With this mixup (+#9), the reason why you wait, is so that your opponent is no longer on block stun from the j.hp)
Mixup #8: cr.

, *wakeup*, j.

CROSS-UP, cr.

x3
BEATS: Any of your opponent's normals, low blocking, blocking the wrong way (both with the j.mk), high blocking (with the cr.lp)
BEATEN BY: Auto-correct antiair reversal (depending on startup frames), reversal (with the cr.lp, depending on startup frames of the reversal)
NOTE: Mixup #9 isn't very good if you want to keep your opponent in the corner, as the cross-up j.mk puts YOU in the corner
Mixup #9: cr.

, *wakeup*, j.

, *wait*, THROW
BEATS: Any of your opponent's normals, low blocking, blocking the wrong way (with the j.mk), blocking (with the throw)
BEATEN BY: Autocorrect antiair reversal (depending on startup frames), Crouch Teching (techs the throw)
Mixup #10: cr.

, *wakeup* j.

, THROW
BEATS: Any of your opponent's normals, low blocking (with the j.lk), blocking (with the throw)
BEATEN BY: Antiair reversal (depending on startup frames), Crouch Teching (techs the throw)
NOTE: This mixup is pretty useful because with the j.lk, your opponent isn't under much block stun so the throw can grab them near instantly
Mixup #11: cr.

, *wakeup*, EMPTY JUMP, BLOCK
BEATS: Wakeup reversal
BEATEN BY: Wakeup throw
NOTE: Mixups 11-13 are useful as the confuse your opponent that you will hit them high, when you actually just block, throw or hit them low.
Mixup #12: cr.

, *wakeup*, EMPTY JUMP, cr.

x3
BEATS: Any of your opponent's normals, high blocking
BEATEN BY: Wakeup reversal (depending on startup frames of the reversal)
Mixup #13: cr.

, *wakeup*, EMPTY JUMP, THROW
BEATS: Any of your opponent's normals, Blocking
BEATEN BY: Wakeup reversal, Crouch Teching (techs the throw)
So those are some mixups WITHOUT the use of frame traps. Now I'm going to explain Ryu's use of frame traps for his rushdown style.
Step three-point-five: Using frame traps. Ryu has a huge arsenal of moves that he can use for frame traps, and they can lead into big damaging combos, especially in the corner. The whole goal of a frame trap is to allow your opponent enough time to throw out a poke but the move will get stuffed because your own normal/special move will already be in active. Ryu's frame traps have high priority, hence why his frame traps are so good. Ryu's frame traps range from regular normals to some special moves, which can all lead to big damage. What you want to start off with, is on your opponents wakeup, try and make it look like you're going to throw them (which will make them crouch tech), then instead, hit them with one of these frame traps. All of Ryu's best frame traps normals/specials are:
st.

, cr.

, cr

, Dragon Punch, EX Fireball, EX Tatsu
Let's talk through each of them individually:
st.

: This normal is useful to use because as of AE, you can combo after this normal with dragon punch or sweep.
cr.

: Ryu's most useful frame trap, as it beats most of your opponents crouch teching normal, and can be combo'd afterwards easily. You will find this one very useful.
cr.

: Another useful normal, as it works similarly to his cr.mp, however, it does not do as far and it can be unsafe, so be sure to 2-in-1 into a fireball afterwards.
Dragon Punch: A more unsafe, but damaging option for a frame trap. Use this when you have two meters of super meter and ultra so that if it works, you can get big damage with your ultra, and if not, then you will still be safe with the expense on two bars of super meter.
EX Fireball: A safer version of the above, but with less damage. HOWEVER, as of AE2012, you can now combo after a counterhit EX fireball (which is what will happen if you use it as a frame trap) into almost anything, but it is preferable to follow up with either a fierce shoryuken or Ultra I/II
EX Tatsu: One of Ryu's best frame traps, as it is pretty safe, and can be followed up in the corner with strong DP/EX tatsu or Fireball/Ultra I/II. Use this one if you want to hit your Ultra in the corner.
I will now make a list of more mixups that you can do with Ryu, using these frame traps. These situations will always start with cr.hk, *wakeup*. cr.lp x3, wake forward, FRAME TRAP and they will play out
as if the frame trap did hit, and the follow up for it. The main reason why I am doing the cr.lp x3 is not only to make it look like you are going to wake forward and throw, but also because the point of jabbing is to push your opponent back so that the mashed normal will whiff. I will not mention the "BEAT" and "BEATEN BY", as
almost all frame traps beat crouch techs and get beaten by a reversal at the right time.Mixup #14: cr.

, *wakeup*, cr.

x3, *walk forward*, s.

, HP Shoryuken
Mixup #15: cr.

, *wakeup*, cr.

x3, *walk forward*, cr.

, cr.
Mixup #16: cr.

, *wakeup*, cr.

x3, *walk forward*, cr.

, cr.

, EX Fireball (Ultra I)
Mixup #17: cr.

, *wakeup*, cr.

x3, *walk forward*, cr.

, HP Shoryuken
Mixup #18: cr.

, *wakeup*, cr.

x3, *walk forward*, cr.

, Fireball (FADC into another combo)
Mixup #19: cr.

, *wakeup*, cr.

x3, *walk forward*, MP Shoryuken, FADC, Ultra I
Mixup #20: cr.

, *wakeup*, cr.

x3, *walk forward*, EX Fireball COUNTERHIT, HP Shoryuken
Mixup #21: cr.

, *wakeup*, cr.

x3, *walk forward*, EX Fireball, Ultra I
Mixup #22: cr.

, *wakeup*, cr.

x3, *walk forward*, EX Tatsu, MP Shoryuken
Mixup #23: cr.

, *wakeup*, cr.

x3, *walk forward*, EX Tatsu, EX Fireball
Mixup #24: cr.

, *wakeup*, cr.

x3, *walk forward*, EX Tatsu, Ultra I
Mixup #25: cr.

, *wakeup*, cr.

x3, *walk forward*, EX Tatsu. Ultra II
So as you can see, using frame traps is a key part of Ryu's rushdown game.
Step four: Changing playstyles if needed. As good as rushdown Ryu can be, there are certain situations where you want to step back and go to a fireball lockdown mode. Maybe this can be when your opponent gets an ultra that could potentially prevent you from rushing down (eg. Cammy or Fei Long's Ultra II). If your opponent is in the corner, it is easy enough to change playstyle by just walking back and being at the right range for the fireball lockdown (see above).
So these are the best ways to play Ryu, by using both of these playstyles to the best of your ability and by perfecting these, you can be sure that your Ryu is definitely a force to be reckoned with. There is one final gameplay mechanic that Ryu can utilise that makes him even more deadly, and that mechanic is option selects:
Ryu's Option Selects: To quote Ryan Hunter, an option select is "A series of inputs that will be interpreted by the game's engine differently depending on the interaction of the characters at the time the sequence of inputs is performed.". So if Ryu does a jumping roundhouse as a jump in, but also inputs a roundhouse tatsu after he hits his opponent with the j.hk, but before he lands, then he is doing an option select. If he hits the opponent with his j.hk (whether it's hit or block), the tatsu does not come out BUT if the j.hk does NOT hit the opponent (as in if he backdashes or teleports), then the roundhouse tatsu will come out instead, hitting your opponents backdash/teleport. That is just one example. Here is a list of Ryu's best option selects, complete with when they are most useful. (These will all start with a cr.hk, *wakeup*, j.hp, OS MOVE)
(NOTE: I specify "back-teleport" as some players may attempt a forward teleport on their wakeup. They would do this to make your OS whiff and go in the opposite direction. There are some rare times when your OS does auto-correct, but just remember this when you do decide to do an option select. If you choose not to OS, and they do use a forward teleport, then you can get a really big punish on them as they will appear right behind you, except for Akuma's teleport which takes Akuma to the other side of the screen completely, thus making him completely safe from all of Ryu's attacks except for HP Super)
(NOTE: These are also mostly used midscreen, as the opponent will most likely not teleport or teleport forward when they are in the corner)
Option Select #1: cr.

, *wakeup*, j.

, OS Roundhouse Tatsu
Best used against: A backdash/back-teleport
Option Select #2: cr.

, *wakeup*, j.

, OS Sweep
Best used against: A backdash
Option Select #3: cr.

, *wakeup*, j.

, OS Dragon Punch
Best used against: A reversal (depending on startup frames)
Option Select #4: cr.

, *wakeup*, j.

, OS Ultra I
Best used against: A backdash/back-teleport/SOME reversals
Option Select #5: cr.

, *wakeup*, j.

, OS Ultra II
Best used against: SOME reversals, SLOW backdash
Ryu also has some crouching OS too, but they are not as useful:
Option Select #6: cr.

, *wakeup*, cr.

, OS Sweep
Best used against: A backdash
Option Select #7: cr.

, *wakeup*, cr.

, OS Ultra I
Best used against: A backdash/back-teleport
Extra informationRyu's Kara-throw.Ryu does indeed have a kara grab. The inputs for it are s.

+

+

. It is definitely not as useful as other kara-throws (eg. Ken, Vega), but it can come in useful when you are rushing down, and it is able to grab your opponent just a small area where you wouldn't normally be able to grab them from. An example could be that you can easily tick throw off 1 cr.lp. However, if you use a kara-grab, you can still tick throw someone after 2 cr.lp.
The "fake" fireball.This trick is best used in offline play, where the opponent can hear your inputs. To do this, all you do is a regular fireball motion, but instead of pressing punch, you press short. This means that your opponent can hear you do a fireball motion and can see Ryu crouch a little (aka: The "down" in the fireball motion), so they think that you did a fireball. This is most effective against characters who have an Ultra which can go through fireballs (Balrog U1, DeeJay U1) and will be looking for you to throw one. The sight and sound of you doing the fake fireball might make them think that you did and and so will waste their Ultra. This is just something that can be useful at times HOWEVER be warned that some Ultras will still hit your s.lk (Chun Li U1, Dudley U1) so this tactic is ill-advised in these situations.
Changing Ryu's hitbox.Another interesting thing that Ryu can do is change his hitbox using certain normal attacks. His most common example is with his cr.mk and s.lk, where some moves might whiff if you do them. The most common example of this is when Viper does her burn kicks on your wakeup (especially the cross-up burn kick). If you whiff a cr.mk on your wakeup when you know that she will do that, then the burn kick will miss and you can get a free throw or even a punish if you're fast enough. This happens because Ryu crouches down when he does the animation for a cr.mk, and so he isn't as high in the air, which is normally what causes the cross-up burn kick to it (This does not work against normal cross-ups, so don't try it then!)
And so that is it for how to play Ryu in a match. I hope that this has been informative, but before I go, I would like to direct you to some useful info regarding matchups, and some helpful videos in general: