I won’t go into detail for what he means but I can see why he would say that.
As far as how sf5 plays it’s basically a combo of these things, some matter more than others for different characters but most characters have some form of this going on:
Get close, mixup between frame traps, staggers, throws and shimmys. If you have v trigger use a low poke or something along those lines and cancel it with your v pop. If the move hit use the v trigger freeze window to hitconfirm into a combo. This is the games easiest hitconfirm but it usually only comes up once or twice a round.
Offense getting in:
Use a meter gap closer or jump or dash. Walking in can be done but usually isn’t unlike oldschool streetfighter.
Offense after the hit:
Do bla bla bla dash into perfect meaty/throw mixup. This is confused and muddied by knockdowns having two different timings that you have to be able to react to, or simply guess right. If you guess you only have a 25% chance of actually doing damage because you have to guess which wakeup your opponent will do and then you have to guess which type of attack he will be open to, so only a 25% chance on average unless your opponent is very predictable about his wakeup options.
Defense up close:
Use your metered reversal or throw tech or jab or block.
Defense from far:
Use pre emptive jabs or mediums to hit dashes, you can do this on reaction if you guess and read your opponents movement. Also need to AA the opponent but the game is fast and suffers from laggy inputs and slow anti airs so AAing well isn’t easy.
Rinse and repeat with basically every character while adding in pokes here and there and command grabs here and there if you have them, plus whatever antifireball move you have to get around projectiles.