As promised here is my write-up on his traps. These are the ones I use thus far in my game. We may find more, but I consider these a must.
First off, what is a trap? A trap is a situation where the aggressor is in an advantage state such that the defender has limited options. By using certain attacks or taking certain actions in those situations, you can create an offense that is very difficult to get away from unscathed. In some traps the aggressor can even choose an action that MUST be dealt with or the defender will take damage. Choosing a poor response will result in taking damage and often being put into another trap situation or a stock loss. Choosing the correct response to the trap will often leave the aggressor at some type of advantage, usually positional so they lost nothing in attempting the trap. Traps are very high level, and take extensive knowledge of spacing as well as knowing the options of your opposition. Ryu's traps especially are not auto-pilot as he has tons of options for different situations. You have to know which one to use according to the situation, the trap, and your opponent. Read on plz.
Shakunetsu Hadouken Trap
This is Ryu's BnB from the Street Fighter series and it transitions into this game very nicely. This is a trap that occurs as a natural part of Ryu's gameplay because Hadoukens are such a huge part of his game. How the trap works will depend on your spacing as well as the action your opponent takes. To start it, throw a slow Shakunetsu Hadouken when you are about 5 to 6 character lengths away from your opponent. What you do now depends entirely on what they do.
1) If they take the damage from Shakunetsu
a. Re-adjust your spacing and throw another Shakunetsu. Safest and smartest thing to do if you want to press your advantage.
b. Dash in to close space and attempt a grab, dash attack, fair, etc.and transition to another trap.
Option a is of course the safer choice.
2) If they block
a. Throw another Shakunetsu. More shield damage for you
3) If they roll
a. If your spacing is on point, then when they roll they should be right in front of you. Either grab them and throw them back out, poke with strong jab, poke with d-smash or go for light tilt combos into srk. If they roll was late any of these options will be a free punish, but it's also spacing dependent. Throw is decent damage and will transition into another trap situation easily. This is my preferred go to option
4) If they jump
a. You can now choose to play a reactive punish/AA game or try to transition to another trap. Its really up to you and how good your reactions are as well as your opponents options. If you want to go defense, then walk under them and shield. This basically covers anything they might try offensively besides a command grab. If you want to play the AA game then adjust yourself so that Ryu is facing his opponent from the direction of their weakest aerial that has the least amount of coverage below them. This will allow him to challenge with an AA attack much more successfully. So for example vs say Greninja, you will want to be positioned in such a way that dair will whiff if he tries and Fair is a risky option. If he goes for Dair you get a free True Shoryu. Fair is punishable on landing and not safe at all. If you want to challenge them, again you want to challenge where they are weakest in the air. If they are weak from the front then meet them with a Fair or Bair from the front. Same for the back. If they are weak from below, meet them with a Uair. You may wish to attempt a Uair regardless because even if it whiffs Ryu can transition to part 2 of his basic air trap sequence. You may also try to bait a response with a quick jump then fast fall. If they air dodge, get them with a punish. Most likely a bair/fair or a tatsu.
5) If they double jump
a. See number 4, however you may wish to be more aggressive and meet them in the air. Since they now have no second jump a strong hit here may spell your opponents demise.
6) If they attack it to nullify it
a. They will enter recoil hitlag. Feel free to throw another Shakunetsu if you want the safest option. Dash grab can catch them off guard as a mix-up.
7) SH aerial to nullify it
a. Now they have to deal with landing recovery and/or aerial recovery. Throw another. You will more then likely need to re-adjust your spacing.
*Note* When Ryu's opponents jumps in response to Hadouken, this trap can lead to mix-ups between True Shoryu/grab/shield/jab or do nothing. Basically your opponent will have to guess between you attacking or doing nothing. Their options are usually just airdodge to avoid a potential attack or attack in hopes of stuffing a button you choose. Airdodge will beat alot of offense you may try but is very risky. A True Shoryu will beat anything and can cost them a stock at high percents. It's a deadly mix-up that favors Ryu heavily.
Air Trap
Very basic and effective trap. When your opponent is in the air above, chase them with a Uair. From there Ryu gets a nice option tree depending on what happens. Easy set-ups for this trap are from a tatsu on hit, SRK on hit at higher percents, u-throw and d-throw at higher percents. This trap works best on foes with bad dairs that are either slow or have poor hitboxes. The option tree is as follows.
1) If it hits
a. The trap resets itself
2) If they airdodge
a. You can tatsu in their direction and depending on their height, hitbox size and fall speed you will more then likely catch them and reset into another air trap.
b. You may choose a very safe and strong option of fast falling and throwing a hadouken to pressure your opponent and possibly even transition straight into a hadouken trap. You lose no momentum and you risk nothing. Great option.
3) If they jump
a. Fastfall and go for a re-trap.
Air Trap - Hadouken Version
This version of the trap is similar to the Uair trap, but there is less risk involved but also less direct reward. This trap leans more towards space control and more limiting of options. When your opponent is in the air, throw a true slow hadouken at them. For this trap I find regular hadoukens work best, not Shakunetsu. Spacing is essentially the same as it would be for the grounded Hadouken trap. A good set-up for this is after a f-throw.
1) It it hits
a. Throw another. Simple stuff. Dash in for a grab or aerial if you are feeling fancy.
2) If it is airdodged
a. Throw another, but this time throw a Shakunetsu. Easy transition to a ground Hadouken Trap You may have to walk, dash or sh to reset your optimal spacing.
b. If the opponent is close enough, dash grab is a strong option. Fair as well or Tatsu.
c. If your opponent is high enough, you can attempt a Uair air trap or landing trap.
Landing Trap
Strong trap that can lead to a KO or good damage. When an opponent is about SH distance above the ground, do a SH Uair and fast fall after it comes out. This is a great trap to look for at kill percents for Ryu's True SRK at around 95%. This trap works best on opponents with poor or slow dairs. This is another basic trap that can lead to awesome outcomes.
1) If they air dodge
a. Tilt combos into True Shoryu for a KO or damage. Throwing is an ok option or U-smash for nice damage. Dash grab if your spacing was a little off
2) If they get hit by the Uair
a. Reset the trap or transition into a different one.
*Note* The weakness of this trap is that characters with high priority buttons can challenge Ryu. Characters with counters as well. Again though same as the hadouken trap, Ryu has True SRK to keep people honest and blow through w/e button they attempt to use to challenge Ryu. Focus Attack is also another solid option in traps since Ryu doesnt risk much. He can just dash cancel and then grab if his opponent didnt press a button. Or dash away if you are afraid and dont want to risk retaliation.
Ledge trap
Basic trap that everyone in the game has. When your opponent is on the ledge, space yourself just outside of their get-up attack. You have now effectively reduced their options greatly.
1) If they get up attack
a. Dash in True Shoryu or dash grab and throw them off to reset the trap
2) If they roll.
a. Throw them back out or True SRK for the KO
3) If they ledge jump
a. Pick a trap. Any trap. Air trap, Landing trap, Hadouken trap. I prefer to just back up and go for a nice Shakunetsu trap. Ol' reliable. Or Bair/Fair them in the face. W/e works.
4) If they normal get-up
a. Safest option by far. Shakunetsu is a mindlessly safe and easy answer that lets you stay in control. SH back Shakunetsu is most likely what you will want to do. Dash grab if you know they will do this or you know they will shield after climbing back on stage.
Whew. That was alot. I will prolly add more later. I am considering making it into a full fledged guide. Guys, please read this and add it to your game. Your skill level and understanding of the character will dramatically increase I promise you.