I'm a smash player who came from traditional fighting games originally, and not only that but Ryu is the only reason why I play smash 4 (granted not much since I don't own a wii u). So yes I do play Ryu like Street Fighter but I have been slowly adding more smash like elements to my gameplan.
An example of my anti air game as Ryu:
Opponent jumps toward me within dp range/appropriate angle = heavy dp
Opponent jumps toward me at an angle (while being closer in proximity than the previous example) where my dp will whiff underneath them due to the trajectory of the jump in = jump back fair (like an air-to-air AA in street fighter)
Opponent jumps toward me at a far proximity (further away than the first example) where their aerial will whiff = d2 xx heavy dp (punishes opponent's landing lag like a trip guard AA in street fighter)
In addition to all this, since smash 4 is pretty slow gameplay wise; the amount of time I have to hitconfirm is a joke and the combos are extremely easy to perform (compared to say 3rd strike which is a game I love).
Hitconfirmable combos
d1, d1 xx dp
d1, d1, d2 xx tatsu
d2 xx tatsu (midrange)
If I'm close range and the opponent shields my d1, I can just continue chaining my d1 (unless they Powershield the first hit allowing them to shield grab me) and push myself out of shield grab range.
I do need more work on playing like a smash player though because my gameplan is currently based around whittling their health down to around 95% and confirming into dp for a kill. I suck at setting up off stage gimps or dair spikes.