Excerpt
The Rock, Paper, Scissors Analogy
Street Fighter is often compared to a fast-paced game of rock, paper, scissors because the three main options in Street Fighter are to attack, block, or throw.
The rock, paper, scissors model helps you realize that there is no move or technique that is unbeatable. In fact, there is usually no single correct answer for any move or situation in Street Fighter—just shades of grey and possibilities. Of course, there are exceptions to this rule, but this is a good place to start learning. If you understand this framework, you can use it to better understand why you're winning and losing.
The concept of offense is simple. If you are attacking the opponent and they do not block, they take damage and you score a hit. On the other hand, if they do block, they will either take no permanent damage from a normal attack or a small amount of damage from a special move or Critical Art. The latter is commonly referred to as chip damage.
In theory, you could win if you just blocked everything that your opponent threw at you, right? Not quite, because we haven't considered the third option—throw. Throws are a constant threat when the opponent is near you because they cannot be blocked, they are easy to execute and do a considerable amount of damage and stun to the opponent.
Performed by pressing LP+LK simultaneously when you're close to the opponent, throws cannot be blocked, but they can be avoided, or teched, by the opponent. Avoiding a throw is tricky, but it can be done by also pressing LP+LK simultaneously within a small window of time (about ⅕ of a second).
Further, throws generally lose to fast attacks, such as light punches, light kicks, and a number of special moves.
Thus, if you think your opponent will attack, you should block. But if you think the opponent will throw, you should attack, attempt to tech the throw or try to avoid it completely.
But how do you know what your opponent will do? Your ability to recognize and utilize each of these options in the heat of battle will take time and experience to develop. Of course, you can't just mindlessly use the same option over and over—this makes you predictable. This predictability is what separates beginners from intermediate players. Beginners have only a few attacks in their repertoire and usually have no concept of how these attacks work and how they can be countered.
On the other hand, experienced players observe their opponent's tendencies and patterns and adjust their game to take advantage of the other player's weaknesses. Further, an experienced player has a better understanding of their character's options, as well as those of his opponent's, and can adjust his game to bait the opponent into making mistakes.
For example, if he notices that his opponent never blocks on wake-up and instead mashes buttons or uses risky moves like a Shoryuken, he'd block or stand at a safe range, then punish relentlessly with a high-damage combo.