I think its slightly disengenuous to say that you don’t have to jump at ryu to win the match. Obv mindless jumping is bad and will get you killed but to think that ur going to manage to beat a strong ryu with st rh and focusing through fireballs is wishful thinking.
Buttslam can be made completely useless by a ryu who knows the match as his cr hp owns it for free due to it’s outstanding active frames.
In my opinion the ryu match is about slowly moving your opponent to the corner while carefully observing his fireball pattern, once in the corner walk up oicho and hands pressure should allow you to take the match.
Importantly if you land an oicho in the corner either go for a follow up oicho to put the ryu back in the corner or use the NJ HP trick to retain corner control.
The thing to realise is ryu has better normals than honda and wins the match at every range besides very upclose and when he’s in the corner. While everyone will say jumping is bad, scrubby etc. You have to make the ryu prove he can AA, i’ve found that max range jump lp tick oicho is very effective as it seems to hit alot earlier than opponents are ready to AA and the suprise leads to a free oicho.
Neutral jumping forward over fireballs while obviously an important part of the match isn’t free, at certain ranges a competent ryu can easily press st rh to hit u out of the air.
Don’t fall in love with jumping but don’t play so correct that you don’t try, it’s honda vs ryu don’t forget, sooner or later your gonna jump, what’s important is to do it on your terms and not out of exasperation.
One trick ive found to be effective is going for an extremely late crossup after oicho midscreen, wakeup dp seems to fail to atocorrect when doen with reversal timing giving u a free punish.
If you recognise attempted air tatsu crossup you can counter it with either cr lp or cr hp.
Beware ex fireball, it’s very fast and moves ryu’s hitbox back much like hondas st hp allowing it to be very effective in footsie range.