The game does a better job throughout the career telling you how to play the game than it does in it's initial tutorial. I feel like they could have explained the fact that you can double tap the left analog stick to step sideways away from attacks as well as holding down (I don't remember right now) R2 or L2 and tapping the left analog stick to bob and weave. It's in the game, the game just never tells you about it until your coach in career tells you to work on your stand up game. Also, regarding that, I've noticed a bug in the career training sessions where the game tells you to pull the analog stick one way but means the opposite. Good thing though is that if it happens, just do the complete opposite of that for the duration of the training session as it doesn't reset until next time. Also, I found the whole "stop your opponent from transitioning" training to be weirdly inaccurate. I'll do the exact same button prompts and it will fail once, succeed once and succeed by doing the complete opposite once for no reason other than the effect is the same. I sort of wish that part was a little more reliable. But at the same time, the career training parts adds so little points compared to a fight victory that skipping the annoying ones doesn't really lose you much points if any.
The ground game is annoying, but it basically amounts to stop your opponent with right stick, and in the middle of that madness notice when they tell you to push the left stick in some area to progress your hold and do the right stick thing all over until it succeeds. But that also means you're playing against stats as well. Hell, I could barely make it work in the training sessions in career. So that specific part I just skip. It's unfortunate that a game that revolves around mixed martial arts have such an issue making a compelling case for playing the ground game.
As soon as you've parried a shot, you instantly hit them back (preferably with a haymaker shot). It's a small window (like most things in this game) and you'll notice if you're successful or not. Beyond that, I've found that the more I play the game, the less I rely on those big shots. So now I might parry someone, do a regular shot combo and move around instead of just hammering on the haymakers.
Overall I really like the game, I spent a good 10 hours straight playing it yesterday when I bought it (to my wife's shock as she came home from work [I'm on my vacation now, she's not]) and I found the game, as you say, sort of treats itself as a new game in a franchise as opposed to a completely new game needing to tell the player everything up front. That being said, I haven't tried the tutorial in the menu, if that's different than the starting one. I wouldn't say I am let down, but I will say that they have a bunch of concepts here that I really like and I am sure if they make another one it have a chance to be really good.
Have to say though, I really like how they give you points in career to improve your fighter. More focus on giving you points for fights than being successful at weird gym mini games. That being said, aside from some ground game stuff, most of the career gym stuff in this game is pretty applicable in the fights so they're actually not bad. So they could have gone either way.
So stick with it, it'll get better.
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