Most of them it just comes down to timing that mp input. Usually a reversal will do it every time, because they’re timing their jump as if it were a safe jump. Better players will play games and delay their jump to throw you off. I literally just do my best to dp the frame before I’d get hit.
Gief’s short jump crossup d+lk. Can’t dp this. Block it.
Chun’s nj.hk. This isn’t technically hard to dp. You’re probably just having a difficult time because neutral jumps are difficult to AA in general. Not expecting them to go to the air when they’re right next to you, so it takes a little longer to react.
Burn Kicks. Yea…you don’t have to much luck trying to dp these. Luckily Ryu has something better. C.mk. Timed well, you can punish the burn kick and cancel into a special. Timed badly, you go under the burn kick, and you’re both safe.
For crossup tatsus, just autocorrect dp like you normally would, but delay hitting mp a bit longer. This goes for all of them, although ken’s travels over you a bit quicker than the other two. I haven’t really got an answer for akuma’s dive kicks…don’t have much xp in that matchup.
For Rufus/Cammy dive kicks…I don’t think you can dp those ones, but you can block and punish them. Those dive kicks are only safe if they hit low. Can get at least a free throw.
Honda butt slam. Block it on wakeup. If you’re neutral, just use c.hp. Beats it clean. Focus is another option, but it’s more of an escape than anything. Don’t want to release cuz he recovers quickly, and you don’t want to dash forward and get an ochio throw.
With Ibuki, are you talking about her j.lk crossup or kunais? Her j.lk is very good, but it will still just come down to timing your dp correctly…same with Rose. If it’s kunai’s, I’d suggest finding an ibuki tutorial video. That will show you the few safe crossup kunai setups that she has. Ryu only has two options for these. Block, or focus on the first frame after waking up and backdashing. She has lots of other kunai shenanigans that aren’t safe, and can be dp’d. Anytime she lands in front of you, you can dp her, for instance. You’ll just knock the kunai away and hit her.
A lot of this stuff, I could see people just playing it safe and blocking. I’m not really playing competitively or anything, so I haven’t exactly got that mindset. I look at it as…“I’m fuckin Ryu…you’re not gonna safe jump me.” If I see someone jump, I’m going to try and dp them. When you take into account risk/reward, it might not always be the best choice, but it’s what I do.
edit: Just remembered…Cammy does have a dive kick setup that is safe vs. Ryu’s dp. If you get hit by cannon drill and tech the knockdown, her tk cannon spike after is safe. Dp and you’ll go the wrong way. This what you were talking about? Simple answer for this is just to not tech the knockdown when you get hit by cannon drill.