Okay, seeing pu55yk1ng's name as an entrant at some of these tournaments really makes me want to talk about his playstyle, because I
love watching him play, and his style is very much worth talking about.
The thing that stands out about esports-k1ng's playstyle is how he abuses walking as a form of movement. I think this has been discussed on this thread before to some extent, but walking can actually be a really powerful option at times. Reason being, it provides a form of mobility that's associated with minimal commitment. A lot of movement options require a reasonable amount of commitment and/or limit your options somehow:
-Dash to shield? You're locking yourself in a certain direction for a character-dependent number of frames during the initial dash animation. And you're commiting yourself to moving over a certain range of the stage based on the distance of the initial dash animation. Foxtrot? Same thing. Extended dash dance? Same thing. All of them require a commitment of at least as long as your character's initial dash animation, and into a space dependent on your character's dash distance.
-Straight-up dashing? You're committing to the direction that you run in until you do something. Of course, the "somethings" that you can do are rather limited, consisting of options like dash attack/grab, jump-cancelable moves, and straight-up jumping.
-Speaking of, jumping can be a commitment itself. First, you have jumpsquat frames, although that's pretty minor for a lot of characters. Then, you're forced into the air and moving a certain direction. This isn't always a huge problem, but for characters who have poor aerial drifting ability (like Ryu), jumping basically forces you in a certain direction for the entire time you're in the air, which is a very big commitment.
Plus, your aerial options can be considered limiting to some extent, depending on the character and aerial move. You have to specifically time your aerials in such a way to avoid landing lag, and that's assuming the aerial you're throwing out has reasonable autocancel frames to begin with. You can avoid that timing commitment by just attacking in the air whenever; but that incurs the cost of suffering landing lag, a pretty significant commitment in itself.
As for walking? There's not nearly as much commitment. You can move around (albeit not always incredibly quickly) pretty easily. But the thing is. you still have access to a lot of your grounded attacks almost at will. Basically, walking lets you move and attack thereafter, with minimal wait time. This is powerful because you can stay mobile while simultaneously threatening space around you via your grounded attacks.
As a quick example of what I mean, check out this set:
At around the ~4:23 mark, pu55yk1ing does a really short walk to move himself out of Ryu's BAir range, and then immediately reacts by hitting Ki with a DSmash. This short walk is what allowed pu55yk1ng to get the punish that he did. Almost immediately thereafter, pu55yk1ng walks under an aerial approach by Ki and anti-airs him with a UTilt. It ends up trading; but again, it shows how you can use walking to move around and threaten your opponent almost simultaneously. And finally, pu55yking wins the set by using his walk to space himself around Ki's landing NAir and catching his landing with a DTilt -> UpB combo.
Obviously, the power of walking is pretty heavily character-dependent. The better your walk speed, the more powerful your walking game will be, obviously. And you have to have a decent set of grounded attacks to take advantage of, which not every character actually has. But for characters who fulfill these two requirements, walking can definitely be a useful option at times. And I think pu55yk1ng's playstyle really highlights this.