Normally I'd concede that there's probably a lot I just don't know about, I'm pretty well-versed in ground-based Street Fighter, and these guys are using the same old stuff that's been practiced for pretty much as long as the Alpha games came around. Maybe it's just because I'm more used to Guilty Gear's more robust cancelling and perfect blocks/counters that open up the game to a wider variety of approaches in high level play, but I feel like Street Fighter play has been stagnant for ages. I was kinda surprised that it took until the third round in that video for any projectile play to control distancing to be used in conjunction with all of the usual ground feints. I know it's a tad riskier with recovery times, but much higher reward in forcing jumps and forcing the other player to change tactics.
I dunno. I don't want to sound cocky. I'm sure they could whip me pretty well. It's just weird to me to see the same approach being used in that game for nearly 20 years now. Remember back when everyone was working at mastering invincibility frames to get in for devastating combos? Footsies has always felt like the soft approach that replaced turtling.