SHINKU-HADOUKEN - HYPER COMBO LEVEL 1
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS
The Hyper Fireball is incredibly useful and versatile. It has very fast startup, does good damage, and hits many times. It is not overly affected by damage scaling, which allows it to be damaging even if used late in a combo. You can use this to punish just about anything. If your opponent used an attack from out of range, tries to dash at you, or throws a non-Hyper projectile you can punish it with Hyper Fireball. It just may be Ryu's best Hyper when used by itself.
SHINKUU TATSUMAKI SPENPUU-KYAKU - HYPER COMBO LEVEL 1
QUARTER CIRCLE BACK + ANY TWO ATTACKS
This is a stronger version of Ryu's Hurricane Kick. It does much more damage than the Shinkuu Hadouken but has much less range and a greater startup. This attack has complete invulnerability during the startup, making it effective as a counter.
SHIN SHORYUKEN - HYPER COMBO LEVEL 3
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS
Ryu performs a more powerful version of his Dragon Punch. It does more damage than his other Hyper attacks, but only if it fully connects and it is also one of the weakest level 3 hypers in the game. If the opponent is slightly out of range, Ryu will perform a series of dragon punch hits but will be unable to follow up. The true value of this super is that it is blinding fast, and if it fully connects it will launch the opponent sky-high, allowing you the opportunity to combo when they come back down. However, the timing for this follow-up is tricky, but it is imperative to learn how to follow up if you want to get any substantial damage out of this move.