i use hp shoryu in 3 situations.
empty jump > hp.shoryu ( xx SAIII)
beats out throw attempts after the empty jump, and practically everyone falls for it, since they’ve pretty much made it a habit to throw after an empty jump.
catch your jumping opponent high in the air. ken’s hp shoryu will reach everyones peak of the jump (normal jump), and if used conservatively makes it tough to parry.
I find myself ending many rounds with hp.shoryu when my opponent has barely any health. I UOH > hp.shoryu to chip them to death. IDK why, but it works too often.