First things first - normal Ryo is not your lolwtfhuegcombo character. He has some combos, they are relatively simple but they can hurt quite a lot.
Normals:
Far A - Cancellable, link with

Far B - Best poke of Ryo. Quick, has range, and annoys the hell out of your opponents.
Far C - Slightly slow high punch. Not cancellable but use it as a semi-lockdown tool to keep Ryo and the opponent in the "Ryospace" (explained later)
Far D - Alternate anti-air aside from crouching C or

Close A - For linking into

Close B - Like above.
Close C - Combo starter, quick and dirty. Think it has more frames than usual that allows for cancelling.
Close D - Meaty attack, a little bit slower than close C. Does not hit low, obviously.
Crouching A - Good for linking from low B or linking into close/far A.
Crouching B - Hits low, obviously. Pretty darn good and can link into crouching C if you got the timing right (emphasis on if).
Crouching C - LOLANTIAIR. Farking fast, screams priority and cancellable. Has extra vertical range that your crouching C needs.
Crouching D - Sweep. Cancellable, so if it's blocked follow with a


Jumping A - Light poke, I use it for jumpins at times.
Jumping B - The air-to-air pokey pokey. Has good range, I don't really use it for jumping in though.
Jumping C - Good for air-to-air and air-to-ground.
Jumping D - A pretty good jump in attack and you can follow with whatever normals you have on the ground. Recommended. Also good crossup.
Ground CD - Super fast, super useful and has more range than you think. Abuse.
Jumping CD - Looks weird but maybe try it with vertical jumps. I don't use it much unfortunately.
Commands:
f+A - He only has this, but this move screws people up so much it's fun. There's noticable startup, but once he chops down, he gets pushed away if it's blocked, and that usually makes him safe. An overhead.
Throws:
My memory is bad, but one throw can be roll recovered (the D one methinks) and one cannot (the C one).
Special moves:















DMs:

f,hcf+P: HSKK. Best accidental combo ever, close C into A version is love. A version comes out faster, but travels slower. While C version is vice versa. Good for early anti-air, fierball spammers, and watching opponents do a failroll at the A version.
qcfx2+P: OWPUNCH. Useless by itself (even though you can connect the A version of this from a low B, low A), but the true value is the OW in the counter. If this move counters, it takes off around 45% of a full life, and that's something. This is my preferred DM actually. Regardless, dont' spam it a lot like me, it's not invincible (SDM is) and it doesn't always counter people. A good thing for this move is that it does come out rather fast, and the knockaway will get you away from a tight spot like a guard counter CD. Requires practice for the OW to work, I suggest that if you're serious into using this, play the CPU and only do this move as your DM (they're less likely to give you a meaty combo if blocked).
SDMs:

f+hcf+P: HSKK SDM, hueg 5 hit fierball that does tons of damage and is like fullscreen in height. Speed is the same regardless of the button you press, and it's freaking fast.
qcfx2+P: The dizzy punch. Works differently from DM version, auto dizzy (unless opponent is already dizzied), and he's freaking invincible. Causes guardbreak like Mu Shiki DM but that doesn't mean that the opponent can't run up and combo his arse. Links from weak attacks, so if you got a stock burst and somehow caught up to the opponent with a low B and low A, do this.
Strat:
- The "Ryospace"
Basically it's the space that normal Ryo works the best in. Iie-Kyo pointed that when Ryo is around 1-2 character space apart from the opponent, he can basically find a counter to whatever the opponent does. This works especially well in the corner, when Ryo corners someone, keep a bit of distance and you find yourself controlling the flow if you're doing well (and lucky).
In the Ryospace, f+A is your friend for wakeup, mixup with low B or low D and you can keep the opponent in high-low hell.



- Outside the Ryospace
Not as effective outside the Ryospace, but still can counter a whole lot of things. This is where you sorta let the opponent do something and you counter them. Opponent does something silly?


I recommend walking forward and backward a little bit to bait the opponent into doing something silly. This also means that you will get a counter for them. Note that all of his specials except for

- Quick combos
(jumpin attack) -> Close C/D -> whatever
d+B -> d+A -> (optional A) ->

d+B -> d+A/standing A ->

- Blocked combos
d+D ->

d+B -> d+A -> far B
Close C/D ->

That's the basic gist for starting with Ryo.