As for your original post, you stated you’re looking for a new character, don’t know the entire cast yet, you want numbers (whatever that means), and you’re looking for a character that doesn’t have overly complex execution requirements, can zone and have a decent ground game, and high damaging punishes in a variety of situations. Ryu fits this in spades.
I answer because it’s a valid answer and gets straight to the point. Pick Ryu. He’s a great character to choose for a variety of reasons, primarily due to the facts that his skill set force you build upon your basic fundamental skills in all aspects, and has no overly abusive tool to get them easy mode wins.
I never said he does everything perfectly. I said he’s a jack of all trades, master of none. This means he’s a well-rounded character who has no overly glaring weakness, but he has no singular strength either. All of his special moves possibly contain risk, none of which are by any means the absolute best special in comparison to other character’s versions, his ground game is decent but has no single dominating poke or attack that he can use, etc etc.
I have played against good Dhalsim and good Guiles. Dhalsim is a tough match, and it’s definitely in his favor, but it’s still winnable. It requires that you put some effort into studying the matchup, and strong observational skills, combined with a good sense of how to utilize Ryu’s normals, but it’s still winnable. Ryu has no matchups where he will just absolutely get destroyed. And imo, Ryu v. Guile isn’t that bad of a match. I would say it’s even. You’re forced to rely on a better fireball game, understanding when you have advantage or disadvantage, feeling the momentum of the match, and utilizing a solid ground game, combined with deadly mix-ups on Guile’s wake-up game. It’s definitely not a match where you can just brainlessly jump at Guile, it forces the Ryu player to adopt a more methodical and tactical approach to landing damage on Guile.
Ryu can throw an EX fireball in reaction to Akuma’s teleport. If I can react to his teleport with Ibuki’s neckbreaker, Ryu’s fireball is no issue if you’re prepared for it.
As an Ibuki player, I can tell you that she has decent pokes, but it’s nothing to cry home about. Her combo options actually don’t do much damage, but they lead to UKO and build meter, which every Ibuki player strives for. Initially her kunai vortex and wake-up mixups seem unstoppable, but smart players know how to counter the kunai options as well as how to block it, which forces Ibuki to instead use her unblockables and ambiguous cross-ups. This is all dependent on getting that knockdown. While she’s on her feet, she has a few options to land the knockdown, but it’s not easy, and requires extremely strong ground-game, defensive game. Her ultra1 is primarily used as a form of frame trap, since everyone can simply jump out of her grab ultra if they’re not doing anything. You can also combo into it, but it’s extremely difficult, and used for flash. Contrary to popular belief, she isn’t a “brain-dead easy win” character once you start playing against guys at the high-intermediate level and beyond.