Note: Evil Ryu has the same damage handicap as Akuma. Also, it is impossible to have E. Ryu and "normal" Ryu on the same team.
Sakotsu Wari: F+FP
Ryu's classic downward, two hit, overhead punch. Has considerable start up delay and moves slightly forward.
Looks like a single spin of the Hurricane Kick. Goes over sweeps.
Ryu's classic fireball. He thrusts both hands out and shouts "Hadoken!" releasing a blue ball of "ki" energy.
Shakunetsu Hadoken: HCF+P
Just like the Hadoken, except its flaming and knocks down at close range.
Tatsumaki Senpuukyaku: QCB+P (can be done in air)
The classic Hurricane Kick. Ryu hops in the air and spins forward with his leg out. Goes over fireballs and knocks down after one hit.
With a shout of "Shoryuken!" Ryu leaps into the air and thrusts his fist upward. Basic air defense and knocks down after one hit.
Ashura Senkuu: DP or RDP+2P or 2K
Akuma's teleport. Ryu slides forward on one foot with shadows behind him. He's completely invulnerable during the move, but he is open for a split second as he "phazes" back in.
Messatsu Gou Hado: QCF(x2)+P
Basically a bigger, stronger version of the Hadoken. It absorbs projectiles etc. at a loss of one hit per fireball. Increases number of hits per level.
Shinkuu Tatsumaki Senpuukyaku: QCB(x2)+K
Ryu does a Hurricane Kick that stays stationary. Has fairly short range but does the terrific damage. Lasts longer per level.
Messatsu Gou Shoryu: QCF(x2)+K
Evil Ryu traded his Shin Shoryuken for a Shoryu Reppa.
Shun Goku Satsu: LP, LP, F, LK, HP (Max level ONLY)
Exactly the same as Akuma's
Power-Up Mode: Shin Evil Ryu
Effect: Similar to Shin Akuma, Ryu gains speed and power.
Downfall: Like Shin Akuma, Ryu takes more damage.