QUARTER CIRCLE FORWARD + PUNCH
The Hadouken is a fireball projectile. It is one of Ryu's primary zoning tools, using it to make it difficult for an opponent to approach and/or push them towards the corner.
The strength of the Punch button used determines the projectile's speed with the Light Punch version traveling the slowest. The damage and stun of all three regular versions of the fireball do identical damage and stun.
If you hit an airborne opponent with a Hadouken it will bounce them back, allowing you the opportunity to go into Ultra.
Because it takes Ryu time to recover after throwing a fireball, it is usually unwise to throw predictable Hadoukens at close range outside of a combo. It is easy for the opponent to simply jump over it and punish. Also, if you are using Hadouken as a zoning tool, it is good to mix up the speeds of Hadoukens thrown in order to keep the opponent guessing and to make it harder to get in close.
For close range-use, seriously practice the 2-in-1 from Crouching Medium Kick into Hadouken. The Crouching Medium Kick is a fantastic poke, and if you manage to connect you can guarantee additional damage by 2-in-1ing into Hadouken. With the input leniency of the Street Fighter 4 games, however, it is easy to accidentally throw out Crouching Medium Kick into Shoryuken if your movements are not clean, which can leave you vulnerable. Once again, hit that practice mode.
The EX Version consists of two hits and results in a knockdown. It travels faster than the Heavy Punch version and does more damage as well.
You can FADC out of an EX Hadouken that is part of a combo or close range into Ultra 1. You can also FADC out of EX Hadouken into Ultra 2, but it requires that the opponent is in the corner so that they aren't bounced back out of range.
SSF4 - Ryu Ex-Fireball to ultra mid-screen by FlipWilSRK: This video shows how it looks when you EX Hadouken into Ultra 1 without FADC from mid-screen. May not work on all characters but useful to know.
SHORYUKEN (DRAGON PUNCH)
FORWARD, DOWN, DOWN FORWARD + PUNCH
The Shoryuken is one of Street Fighter's signature moves. In Super Street Fighter 4 the Light Punch version is one hit and all other versions consist of two hits.
The strength of the punch button used determines the horizontal and vertical distance of the attack as well as the damage. The Light Punch version does the least damage and has the least distance. The Heavy Punch does the most damage, even more than the EX version, and is second only to the EX version in horizontal and vertical distance.
All versions of the Shoryuken have a few frames of invincibility at the very beginning of the move, which makes it an excellent anti-air move at some ranges. The Light Punch version has the least invincibility frames. The Medium Punch version is best used as an anti-air from around mid-range. The Heavy Punch version is best used in combos.
The EX version of the Shoryuken does slightly less damage than the Heavy Punch version but has significantly more invincibility frames and has far more vertical and horizontal distance.
You can only FADC out of the second hit of the Shoryuken. Learning to FADC out of Shoryuken is crucial if you want to playing at higher levels. Ryu can FADC into another Shoryuken, Super or Ultra 1. Not only do you need to know how to FADC into other moves on reaction, but you need to know when to FADC out of a Shoryuken that an opponent has blocked. If you have two bars of EX meter and your opponent blocks your Shoryuken, FADC and back-dash away. Doing this can save you from being punished very hard and taking a lot of damage. Hit the training mode and practice FADCing in various situations so that it becomes second-nature. Check out the first community video link below for some tips on practicing FADC.
Ryu's FADC into ultra tips by SledgeStarFighter: All beginning Shoto players should check this vid out for a few tips on how to *practice* FADCing into Ultra. Don't mind his execution while talking. The tips are gold.
TATSUMAKI SENPUUKYAKU (HURRICANE KICK)
QUARTER CIRCLE BACK + KICK
Ryu's Tatsumaki is genrally best suited for combos, allowing him to send his opponent flying into the corner. The move can also be done in air which is a useful cross up on downed opponents. It can be used to punish Fireball spammers in that it will go through most projectiles except High Tiger shots.
The EX version spins in place which is typically best suited for use in combos and it also inflicts a lot of stun.
SUPER - SHINKUU HADOUKEN
QUARTER CIRCLE FORWARD X2 + PUNCH
A very versatile and powerful super with numerous set ups and combos. Follow up with a Super after a Light Kick Hurricane Kick or Light Punch Dragon Punch. When in Fireball fights, you can use the Super to go through their oncoming fireball and punish them. After a cross up Hurricane Kick you can also connect the full Super.
ULTRA 1 - METSU HADOUKEN
QUARTER CIRCLE FORWARD X2 + THREE PUNCHES
Metsu Hadouken is Ryu's most versatile Ultra with it's ability to be comboed into after a FADC Dragon Punch (first only on Medium or Heavy Punch), EX Fireball in the corner, or FADC EX Fireball mid-screen. Beyond that, it can be use to punish mistimed fireballs and other mistakes from the opponent.
ULTRA 2 - METSU SHORYUKEN
QUARTER CIRCLE FORWARD X2 + KICK X3
Although Metsu Shoryuken is a very powerful Ultra, at the end of the day it has limited uses do to the fact that it is nearly impossible to combo into it and land the full Ultra. Generally speaking you will land it after a Level 2 or 3 Focus Attack or after the opponent wiffs a move close to Ryu. That said, it can be used as an anti air attack, similar to a normal Dragon Punch.