Ryu forum is kinda dead, I’ll try and bring a spark of life back into it.
So the wall bounce kick properties have definitely been changed. You can only land a C tatsu after a wall kick on some characters. It seems to me that B tatsu will always hit all characters for one hit anywhere on the screen so when in doubt…
Can’t land C tatsu:
Jun the swan
Can (3 hits):
Roll (kinda weird mileage will vary )
Viewtiful joe (also kinda weird)
Joe the condor
Can (2 hits):
My BnB is:
:snka:,:snka:,:snkb:,:d::snkb:,:snkc:,:d::snkc:, :r: :snkc:, :bdp::snkc:,:snka:,:snkb:,:snkc:, :qcb::snkb: (one hit), :qcf::2p: . will land anywhere on screen. You can get the full amount of hits in the corner and with the right partner you can continue for another :snka:,:snkb:,:snkc:, :qcb::snkc:, :qcf::2p:. I use Tekkaman Blade.
I play very rush-down heavy Ryu. I never want my opponent to get to far away from me unless I know the character will just destroy all my jump ins. If I’m up close to the him I will jump hit all three buttons fast and then a.C. This is a really fast jump in that beats out a decent amount of attacks. If they block you can either go into a safe block string with a baroque at the end of a few low As then a 6B baroque mix-up. You can also double jump right after the blocked hit and dash in and a.C again. This is really neat because if you do it right the second hit will be a cross-up but if you change your timing slightly it won’t. I find this to be a really good mix-up. Around mid screen I do pretty much the same thing but with a forward jump and at full screen I will walk forward untill I’m close enough. The key is to not be too predictable, toss some throws and other mix-ups into the pot.
Another interesting mix-up is after you kill one of the opponents in the corner, you can walk right about where the next will land and do a super tatsu. If you do it right, it will be very hard to tell which side to block on and you could get some free hits. This is also very safe having very little recovery frames.