Well, I mean, current tutorial doesn't seem any worse than latest GG games or DoA5 have. Or Skullgirls, for that matter, although I don't remember if SG has tactical lessons implemented.
Right now in I2 you have 4 long-ass basic courses, about 25 lessons about "advanced mechanics" and 25 more for "gameplay tactics" like mixups, moving against projectiles etc. Plus some related trials. Maybe something else, don't remember right now.
The only thing it lacks is GG's in-character voiceover, although I'm not sure if it's really worth it.
What NRS games really need is a few more options in training mode, mostly ability to program "manual" reversals better and real-time frame counters like DoA5 and SG have.
I understand.
SG has some tactical lessons, like mixup block, hit confirm, etc. Same goes for GG. Dunno about BBTag, because I have never played this game. I remember them in the tutorials and usually in the trials (combo challenges).
TBH, the only tactical lesson from SG that I didn't get at all are the reflect and the counter tech, which the latter is what I was told from a veteran SG player.
I remember that SF EX Plus Alpha (PSX) had a trial that involved a tactical lesson against the zoning, and it was about that dude with the baseball bat.
Dragonball has some tactical lessons hidden from the whole game, such as Hit's TimeSkip countering and teleporting around his opponent.
I don't remember that INJ2 have this yet. Same goes for MKX. I hope that NRS finally implements this, so that any scrub can at last git gud. INJ2 introduced only the basic mechanism stuff and every character's powers and basic combo strings. There was no advanced stuff in there.
I bought UNIST and Punch Planet (dunno if it has some tutorials, but I feel it's like SG, judging by its gameplay video) and will play them the next days. I wanna see how their tutorials fare over there for a new game.