Good games Jim. Sorry about the disconnect. My connection is fine (100/10 fibre) so I'm putting that down to SFV ****tiness. On a related note, why do they make it so hard to invite someone to a lobby?!
Here's some tips for your Ryu:
You are good at certain things, e.g., air-to-airs, but you let me jump at you too much. At far range you should anti-air with Shoryu because that has invincibility and will beat my jump LK. At close range it can be tricky because Shoryu sometimes comes out on the wrong side, so you will either need to learn how to auto-correct (you basically input the motion and then hit the punch button as late as possible) or anti-air with an alternative. E.g., stand LP or jump back LK (surprisingly effective). You might also be able to jump forward MP which you can then combo into EX Shoryu or Critical Art. A last possibility is to parry (useful for when you don't know which side they are hitting because parry covers both sides) and then throw or LP.
You were also hitting buttons at the wrong time. E.g., I kept jumping at you with jump MK, stand MP, stand MP. I noticed that you always did something then (either pressing buttons or jumping away) so I just hit crouch HK after that sequence and it hit you 90% of the time. Likewise, I saw that you would sometimes mash jab on wake up so I started to pretend to go to throw when you were getting up and then walked backwards out of your jab range and hit you with crouch HK. Worked around 80% of the time.
You were also quite predictable with your jump-ins. I would just stand at a certain range (Shoryu range) and sooner or later you would jump. You should really only jump a lot against characters who have bad anti-airs (which isn't Ryu), and even then you should mix it up. E.g., if you see that I'm just waiting for you to jump then either throw a fireball or simply dash up and throw me.
Oh, and I noticed you were using crouch MK and crouch HK a lot. I would advise using crouch MP instead of MK because it has one extra active frame (might not sound a lot but 3 frames active is 50% more than 2, so it will hit more often) and very similar range. And it's best not to use HK unless you are very confident it will land because it can be punished very easily.
Hopefully play you again some other time.