The AI is not that bad for Ryu. At least compared to non projectile characters, which will have some of their normals countered every time with instant reactions from the CPU. I try to exploit the AI the least, so as not to get too bad habits. As VirtuaFighterFour has said, it falls for some pretty stupid shit, but it will not help you in the long run to just exploit stuff that will never work elsewhere. Saying it won affect your game to do the same things over and over and only change when you face a real player is easier said than done, IMHO.
I also do not believe “everyone knows” the dumb patterns that work on the AI. In fact, many do not give a shit about it. Most wouldn’t if they had access to good competition, specially offline.
A few things for Ryu[list][]you can throw a fireball after a blocked low roundhouse of yours;[]on wakeup, every character but Claw will eat super, if you time it properly;[]crossover tatsu on wakeup is good;[]if the CPU only has a pixel of life, you score a knockdown and it is not DJ or Dictator with bar, do a meaty hadouken and it will make sure to die to it, that is, it won’t just block or get the reversal right.[/list]
Character specific BS:
E. Honda[list]vulnerable to hadouken/sweep patterns;[]vulnerable to walk up SRK;[]have the SRK or a cr.strong xx hadouken ready if he uses the buttslam, depending on the distance.[/list]
Blanka[list][]vulnerable to walk up -> SRK when he wakes up. If done late, he will try a ball and get on the ground again;[]vulnerable to jab hadouken/sweep patterns, just don’t use then when he is too close;[]does bad on the ground if you just spam cr.strong;[]he is blanka, so just use the fierce fireball if you eat or block a horizontal roll.[/list]
Guile[list][]he is Guile, cr.strong beats his jump kicks from the proper distance[]also 'cos he is Guile, he can be easily crossed up, and know the AI falls for a cr.jab tick;[]use hadoukens and rush punches to zone and be at the end of his jump arc, SRK if he jumps in;[]vulnerable to jab hadoukens when cornered;[]has some pattern that he jumps, attacks, does a cr.forward and then a boom. Punish the boom with tatsu, just like any predictable Guile.[/list]
Ken[list][]often does stupid things if you use fierce hadoukens from full screen;[]vulnerable to jab hadoukens until jump forward (just so he eats a SRK) when cornered[]jump-in-happy overall;[]SRK-happy overall.[/list]
Zangief[list][]won’t punish if you just use cr.forward as footsie attack;[]won’t use st.forward and short, making your life easier[]because of those, just use cr.forward, advance, cr.forward, on and on and SRK if he jumps in, if you wanna win easily;[]you can use the walk up cr.forward xx hadouken strategy from the real game;[]extremely vulnerable to fireball traps, even from full screen away.[/list]
Chun Li[list][]zone with hadoukens and rush punches so as to be at the end of her jump arc to SRK[]often does a kikouken after a jump back, watch it out so as to punish with super[]watch out for jump ins that cross you up: SRK will whiff[]she uses df.roundhouse at bad moments, just don’t fuck up when punishing it, e.g. having it hit a cr.forward or roundhouse for damage and knock down.[/list]
Dhalsim[list][]does not use the drills well against hadoukens, so they are good options;[]does a reversal throw every time if you try meaty cr.short, rush punch or whatever, so don’t[/list]
T. Hawk[list][]also vulnerable to the cr.foward/SRK pattern;[]after he jumps in, attacks and does a cr.forward, he will always jump back and dive, so you can always have a SRK waiting for him[]his jumping roundhouse will miss crouching Ryu[/list]
Fei Long[list][]if he enters “win mode,” any hadoukens will be countered by a first frame jump in combo, so forget about them if he is acting that way and close[]the “win mode” is when he counters everything immediately, it can be dealt with if you crouch block and do a SRK when he jumps in[]rush punches and such on wakeup are unreliable, sometimes he reversals, sometimes he does not[]vulnerable to jab or strong hadouken/sweep patterns[]doest stupid things if you tatsu so as to switch sides and he wakes up, but then it gets way too easy[/list]
Dee Jay[list][]will often fuck up jump is from a distance if you use the strong hadouken;[]will time his jumping forward so that it will not cross up (so you must block backwards);will fuck up if you do tatsu on wake up.[]because he always times the jump in roundhouse late, you can counter it with jump up roundhouse at a certain height that it hits cleanly.[/list]
Cammy[list][]will punish close hadoukens on the first frame with hooligan throws;[]often screws up if you cross her up with tatsu or do a safe jump after a knockdown[]vulnerable to jab hadoukens when cornered[]often does badly placed jump ins or hooligan combinations (empty jump, sweep when she lands) from long distances if strong or fierce hadoukens are used, sweep;[]often blatantly jumps in if you just sit back and block, SRK her for a knockdown.[/list]
Boxer[list][]do not use far cr.forward xx hadouken if he has bar;[]after a TAP, he always does another one, use SRK or fierce to stuff it;[]he is easy to safe jump and often accepts good combos due to not blocking[]he will not rush right after getting hit by a hadouken, so just fire another one to eventually dizzy him[]rejoice, he does not abuse low rushes like real boxers, just take care of his sweeps when spamming cr.forwards or whatever and that’s about it.[/list]
Claw[list][]always attacks when he approaches, often with cr/st.strong; because of such predictability you can beat the attack with a SRK;[]never jump in after a sweep, it is impossible to safe jump after it and he does not need to charge to do the flipkick, which he will;[]falls for a simple pattern: jab hadouken, strong hadouken, sweep; rinse and repeat.[/list]
Sagat[list][]uses some high tigers when close, punish with, e.g, st.fierce;[]he is N.Sagat, you can punish his predictable low tigers with jump ins;[]has trouble with projectile wars, if you are not already winning, jab hadoukens should turn the tide and force him to jump or fuck up, i.e., get hit[]may use walk up tiger uppercut to beat cr.forward or roundhouse, watch out[]often blatantly jumps in when close, have a SRK ready.[/list]
Dictator[list][]falls for jab hadouken, SRK or sweep after;[]falls for the old fireball trap (meaty jab, jab, fierce);[]often falls for (somewhat) far jap hadouken, fierce hadouken, due to trying a head stomp too late[*]he is Dictator, so you can jump in after he is knocked down and there is not much he can do about it.[/list]
Akuma
Well, since I ain’t used to my new stick, my game dropped to shit and I pretty much never reach him anymore, but here is what I still remember:[list][]there is a certain distance such that he jumps in, does the air fireball and it misses after you crouch, and then he will try a red fireball, which can be punished by a jump in B&B combo;[]if he is a bit closer, you will get thrown. Cry;[]he jumps in more than he should, have the SRK ready;[]use the air tatsu to dodge the double air hadoukens from a distance, use your own hadoukens when you can;[*]get ready to throw or soften the throw after he uses st.short.[/list]
Hope it helps.