Allow me to weigh in my opinion despite the last reply being nearly a month old.
In game theory, we segment games into two general types - sequential, and simultaneous. I believed that their names fully and comprehensively described the nature of the games until I read the replies in this thread.
A sequential game is one in which a follower chooses his/her best response based on the preceding action, and is unable to act until the preceding action has been chosen and completed. Common examples include trading-card games. A simultaneous game is one in which both, or all, players act simultaneously; being unable to forecast the future, players choose their best responses based on what they predict their opponents’ best responses are. The Prisoner’s Dilemma is a textbook example.
Unfortunately, some here have claimed to be able to forecast the future.
If Street Fighter were a sequential game, like chess and trading card games, one player will be arbitrarily chosen to go first, and his/her opponent will be unable to move until the leader’s turn is over. It makes naked jump-ins as equally stupid as leaving a high-value piece naked without protection, because any decent opponent will punish you appropriately in his/her turn.
“But both games are about space,” you may say. Unfortunately, a game being sequential or simultaneous is a fundamental property that heavily influences every other aspect of the game, including strategies, rules and most importantly, outcomes.
If chess were a simultaneous game, where players can move any piece independent of their opponent’s actions (well, unless it’s an illegal move or if the destination is already taken of course), it would become like a real-time strategy game a la Starcraft, and we will begin seeing younger grandmasters who are able to edge out their elders with higher, Korean-level APMs. Because it’s simultaneous, we can even have 2v2 or FFA chess games.
And someone has already made something like that. Check this out:
Is that still the same chess game as you know it? Strategies and formations will change, and suddenly execution plays a larger role. You won’t want to misclick there, but the probabilities of it happening had just skyrocketed.
Street Fighter is thus a simultaneous game - specifically, one that is continuously repeated in each humanly discernible time-frame in the continuous spectrum of time. Humanly discernible because there’s really no point dividing a second into a billion nanosecond-long time-frames when most of them will be filled up with inaction due to our biological limitations. Both players may jump at the same time; or you may choose to throw a fireball while I choose to wait, and, if I’m fast enough to react in the next time-frame, punish with an appropriate move.
“But there are only so many plays your opponent can make,” you say. That’s where the repetition comes in - after every simultaneous game, the options available and pay-offs change. If I had jumped in and you didn’t AA me, I’ll surely jump in once more - my expectation of your best response to a jump in has changed. An opponent’s weaknesses will be continuously exploited time and time again.