This is what i’ve learned playing Ryu and this is just general stuff, great ryus will always be great. (not very concise forgive the length) Please correct my mistakes or misconceptions i’m still very new.
Ryu
Punish jumpins with AA or cr.MK into FB or m.tatsu/ex tatsu or just straight up cr.HP it; practice in training mode to get the timing down, you need to be quite early with the cr.HP if your gonna be late or on wakeup then tp,dp or block & tech if you know a throw is coming, better to eat a throw then a combo as we have low hp.
If you AA a jumpin with a DP early you might be able to FB too, or if you are down with it super/ultra a jumpin if you can get the timing right but its hard.
If you block a tatsu early you would do best to TP away as you are going to get thrown or dp’d or worse. Better to s.HP/c.HP the tatsu when you see it thrown or MP but HP seems more reliable but the better ryu’s don’t seem to use it often but you might be able to sucker them into throwing it out and then punish them if they throw it out from long range. Careful of the short or medium tatsu to throw that some try.
Once ryu has his ultra/super you may very well have to be 10x more careful of him dp’ing into them, don’t throw any fb’s unless they are going to be safe or from enough range that he can’t ultra to dodge the FB and hit you while you recover. FB from far away unless you want to eat the ultra. Waste a bar to EX tatsu if you are jumping back and he ultra/supers as it will keep you in the air for a while and hopefully the ultra will fly under or don’t if you are sure you will recover depending on your position in the jump.
Learn the mid range to fb zone him, be happy with any chip damage you can get, every cr.mk into fb’s/m.tatsu’s are gonna count.
Your jumping normals are quite trashing compared to ryu’s he will nearly always win in the air as he has so many more active frames and its rare to beat him in the air, its just not the way to get in at him imo. His j.HK is to be feared for its very very long range and active frames winning most air battles. You are better off AA’ing a few then he will give up trying to jumpin usually.
Remember you have Red fb use it wisely to build a little meter but 2 in a row and ryu may jump in at you, maybe 2 light red fb’s and on the 2nd jumpin AA but the timing doesn’t feel in your favour, play about with it and see your success.
When/if you crossup when ryu has super/ultra if he block be prepared to eat it as i’ve crossup.MK had it blocked and ate a dp and combo to ultra or super. Maybe its best to make sure its timed just right but be alert to the danger.
I prefer to save meter for ex air.fb’s to get in or to drop on him as he wakeups followed by more ground fbs to get in any/all chip dmg as possible. But if you are proficent demon-flip in on fb’s and see what you can do to get in your combos before he gets that ultra/super rdy. The better you do the more explosive dmg you’ll be under the threat of taking that ultra so play it safe when you have to but keep an even pressure other wise if ryu gets into a groove you’ll get chipped away.
Some ryu’s have a definate game plan of pressure combinations one after the other which can crush you really quickly,(i’ve lost in 9seconds before) so maybe a jump tatsu over, a few TP’s to change the pace of the round can unsettle these guys and let you take control and zone as you should win any zoning with Red fb So much recovery on hp.Red.fb(3-hit one) so don’t do it if ryu is med screen as his jumpin.HK has such range he could hit you down in its long recovery. Maybe throw in a Focus to eat a jumpin and combo if you are proficent with the timing.
The best thing I can suggest to get a handle on this matchup is to play it a lot or play as some ryu but don’t use his ultra to give yourself a feel for how he gets in. And his blockstrings. You’ll learn his strings and start to take a lot of chip damage so punishing big is of even more importance as his moves do a lot of dmg quickly.