Here my idea how Ryu would play like in Smash: (Version 1.1 with a small update).
Ryu has a similar meter to Little Mac: the EX-Meter. It allows him to use better EX-Version of his special moves. If the Meter is fully charged, he can use his Metsu Hadouken to finish the deal. In difference to Little Max, Ryu's Meter will only build up, if he deals damage. Similar to Robin he also can Smash his aerials for stronger and different versions. Ryu is a character with a lot of combo-potential like Shiek, since a lot of his moves are easily connectible and haven't much end-lag. Best shown in his non-smashed aerials which all Auto-Cancel. Some moves also have more than average shield-damage property, Smash's representation of of Chip Damage. So if Ryu has someone cornered, he can rail on him/her.
The main weak-point of Ryu is his back, since he isn't used to people attacking him from behind. That's why he only has one move, the Hurricane Kick, which actually can hit people behind him. He is also easily combo-able, since he is a fast-faller and big target. All his normal-move lack KO-power (he normally doesn’t need to push opponents away). He actually can only KO with his EX-Moves and slow Forward-Smash. His movement-speed in the ground and the air is below average.
Ryu is a complex character with an overwhelming number of moves. He is basically a standard Fighting-Game character thrown into the Smash Series. He builds his fights on combos, which gives him an unique flavor. But since the goal of the game isn’t to simply KO an opponent, the rules of Smash work against him.
Move-List:
Standard-Combo:
All his punches Light->Medium->Hard.
Forward-A:
Unlike Forward-As this attack won’t push opponent away. It can also be angled Up and Down. It’s another combo-move.
Down-A:
His standard poke-option with great Shield-Damage.
Up-A:
His Up-A-Attack is unique, since it is another way of poking shields. But it isn’t great as Anti-Air move.
Smash-Forward:
Joudan Sokutou Geri
His only Smash-Attack with great KO-Power. In all other regards he as to count on his EX-Versions of his specials.
Smash-Down:
Only hits the front of him and but is save on shield. Opponents don't get launched and instead trip.
Smash-Up:
Two hit move with great power and spike potential.
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Reminder: All of Ryu’s non-smashed Aerials Auto-Cancel.
Neutral Air
A typical Sex-Kick-move (High Priority and a long lasting hit-box.), which isn’t a actual Sex-Kick in his case and doesn’t have much range.
Forward Air
Weak but fast attack.
Forward Air Smash
Strong Attack but not much knockback.
Down Air
A weak but easily connectable move.
Down Air Smash
The part between his knee and fist can spike an opponent.
Reminder: All his Back Airs don’t hit behind him!
Back Air
Decent damage and easily connectable move.
Back Air Smash
His get-away attack to give him some space.
Up Air
Moves an opponent slowly below Ryu to be connected with other moves.
Up Air Smash
Two hit-move with good damage and not much knockback.
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Forward Throw
Back-Throw
Up-Throw
Not original a throw but it hits an opponent upwards.
Down-Throw
This throw moves a character just slightly out of range to give him a chance to escape Ryu’s range.
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Neutral-Special
Hadouken
A fast to use, but slow moving, mid-range particle. Ryu can spam it and it has decent damage, but it doesn’t have much knockback and can’t be aimed. His main use is to force his opponent to approach. For the FX-Version you have to charge the move a little. This version is faster, stronger, has a bigger hitbox, becomes a Multi-Hit move and priority over all other particles. If the move simply moves forward or in an angle in the air, is hard to determine, since an angled version could be too good as edge-guarding-tool.
Neutral-Special (Fully charged EX-Meter)
Metsu Hadouken
If Ryu build up his meter to Max-Power, he can unleash this iconic move. It is similar to Robin's Thoron, but is much more powerful.
Up-Speical
Shoryuken
Ryu’s Anti Air and a decent recovery move. It has tons of priority, good damage and a fast execution. Similar to Mario und Luigi his way back to the ground is the weak point. If you Smash-Up you get the EX-Version, which has a fire element to it, gets more power, speed, becomes a multi-hit move and have him fly higher than normal. It’s a great Out-Of-Shield option, combo finisher and can be angled of more accuracy.
Side-Special
Tatsumaki
With this multi-hit move Ryu can fly forward or backward and even will look in the direction, he travels. It is his only option to truly attack opponent in his back. It can be also used as a recovery, since as long as you press the B-Button, Ryu will fly in the air a little longer (similar to Luigi and Dr. Mario). The EX-Version will have him stay in place, but increase damage and knockback.
Down-Special
Focus-Attack
Great another Down-Special counter, but it fits his character. Although it isn’t a true counter and more acts like Chizards Rock-Smash. Ryu will have Super Armor as longs as he charges the attack (not executing it). His main use is a combo-starter, since Ryu will have his opponent in range. Like in Street Fighter 4, the move has three levels: A non-charged Focus-Attack will only have the opponent trip and no Super Armor; a briefly charged attack will do the same including the mention Super Armor; a fully charged Focus-Attack is unblock- and doge-able. The EX-Version allows him to cancel all of his special-moves into one Focus-Attack.
Ultra-Special
METSU SHORYUKEN
An Connect Finisher.
Images from
http://iplaywinner.com/ryu-ssf4 and
https://www.youtube.com/watch?v=mf8MqJkGSuQ