Ryu’s usually strongest combo is air fierce punch, fierce punch, EX-JSG, EX tatsumaki, then shoryuken. Shoryuken doesn’t work with all players, so you can use shinkuu-hadou-ken instead. This in average takes out like half/almost half an opponent’s life bar. (77 damage? depending on player)
This is important, since you need a lot of combinations in ryu’s arsenal to connect to the opponent, and this is just one of many ryu’s fairly strong combos.
Another combo is forward fierce punch, followed by a weak/medium shoryuken + shinkuu hadouken, then another shinkuu hadouken and a hadouken.
Although it is easy to link forward fierce punch with an ex shoryuken or a shin shoryuken, the timing with a normal shoryuken is rather strict, and it probably doesn’t work on other characters. I should investigate more on these kind of links, they are fairly useful imo.
Resetting a player and following into a super after an EX-JSG is not a good idea in the corner, let alone in the center. On the bright side, the combined damage of an EX-JSG combo and a properly done reset combo are one of the highest, though. One example is resetting a player with a close jab, shinkuu hadouken, a second EX-JSG, and a shoryuken. This can be done normally in the corner, since ryu’s shoryuken goes to the other side, hitting the opponent, even if you do the shoryuken the other way (i.e. if you do it right, down, right, it will do the shoryuken as it you did it the other way)
A way to make things a lot easier is to just do a shoryuken after the EX-JSG, but doing an EX tatsumaki afterwards followed by a shoryuken works with enough people to be done practically. The combo has a very high amount of damage, and the extra tasumaki + shoryuken adds an extra amount of stun.
Air resets may be known to a lot of people, but this is an interesting strategy to follow: If your opponent is jumping and you can walk under them, jab them with the STRAIGHT jab, and then do a shinkuu hadouken. Unless people have a fairly quick eye, this is kind of hard to notice. The shinkuu hadouken will hit the player on the ground, and the initial reaction will be to parry the shinkuu hadouken mid-air, the result being the player eats the shinkuu hadouken. The close jab is a good way to make a safe counterattack to people jumping into you. Let’s say ken jumps in without kicking or anything, you jab ken, and even if it parries, you can still block or grab. This scenario but with a high kick involved could result in ken comboing you with whatever special move he chose. In a situation where ken doesn’t parry at all, this could make way for a reset followed by a shinshoryuken (dash forward + shin shoryuken) or one-two shinkuu hadoukens, if the opponent is low enough to have the two bars dissappear be worthwhile.