The gist: a round is a series of moment-to-moment situations and each situation presents a problem and a solution.
A typical game of Street Fighter can be summed up as a series of situations based on call and response. Most situations have an answer, but knowing and responding to them properly takes time and experience. In other words, it’s about situational strategy and crisis management.
Example: What to do against a jump-in attack
You don’t always have to rely on special move as anti-airs. Use whatever that consistently works, including your normals!
Example: What to do against grapplers
A common situation is getting thrown by command grabs, like Birdie’s special move Killing Head. You have a couple of escape options. One strategy is to keep your distance. Stay out of reach of your opponent’s grab and play a defensive zoning game, rarely engaging the opponent at close combat. Another answer is to preemptively jump away whenever Birdie enters your space to avoid the throw.
Example: What to do in the corner
Another situation is when you’re in the corner being bombarded by fireballs in a zoning trap. In the corner, your options are limited. You can’t retreat by walking or jumping back. And the opponent has the advantage since they control most of your options and space in front of you.
It’s all part of the plan to get free damage off your jump. The opponent wants to manipulate your behavior. By throwing fireballs at just outside your jump arc, the opponent wants you to panic and jump towards.
So what’s your gameplan? You look for patterns in the fireball trap and patiently try to push your way forward slowly.