On a topic change which I can't quote because I'm editing, RaidenAUndertale asked how good DSP is at Super Turbo. DSP's alright at Sooper Toorboe. It's not like he actually knows what he's doing most of the time but he's a competent flowcharter in a game that's 99% about flowcharting people to death. He likes his jump-ins, he likes his mashed out reversals and he likes his throw setups and that's about it. If he gets you in the corner with Vega he'll blockstring you to death, and if he's playing Balrog he'll do cross-under throws a lot and try to headbutt his way out of pressure. He's very predictable and not really very good, but to be fair to him it IS his best fighting game and the one most suited to his basic bitch playstyle.
As for his amount of knowledge he knows most of the stuff there is to know, but keep in mind Super Turbo is literally the first competitive figting game out there. It wasn't that deep. You can learn Super Turbo's entire library of knowledge and be good at it in like three days if you put your mind to it. Combos were a glitch, and the ones that existed are super simplistic, everything is super high damage so anyone can win, inputs are fairly simple because there's no huge jump in double link cancel into trigger into juggle into super combos. Like Max Dood said: Jump in heavy kick into sweep was a pretty good combo. I'm sure it doesn't really sound that daunting.
It had a few problems, like random ToD combos, matchups mattered a lot, zoning characters were at a huge advantage mainly because once you finally got in, you couldn't tech throws, and they'd just yeet you whence you came. Throws in general were just janky as fuck, that's why Phil abuses them. But that's it. There's really not much to this game. It's one of the few games where you can play close to perfect and have no response to it. If your character didn't have an invincible reversal, for example, and Vega got you in the corner, you were fucking dead already. Dhalsim is the same but in reverse in the sense that there are certain zones of the screen where he can just jump and slap or drill kick you and he either gets another jump slap or a jump drill kick, which nets him an unbreakable throw, and there's almost no counterplay for this. It's a big part of why Phil likes it. It's a fundamentally broken game from before people understood how you'd design a 2 player fighting game properly, and anyone who learns the cheese is greatly rewarded.
Don't be intimidated by him running scrub lobbies 24/7, he'd get eaten alive in Fightcade. If you're gonna snipe him, Super Turbo is pretty easy to learn. I'd reccomend you pick Guile and Dhalsim and go hard on the keepaway, he always gets picked apart by those characters when the player is good, and it makes him go gamerface absolute sweaty tryhard mode, which gives the most amount of goldust. He also struggles against competent Bison players for some reason, but SF2 is the most basic of fighting games and incredibly matchup dependant, so you really are better off learning the two best characters.