Hey
@REO, very nice to see you do this stuff, i had a project similar not too long ago, but the idea was not only targeting the beginners, but to go further as the tutorial progresses and slowly including more advanced mechanics and explain how they work from normals to advanced movement, how to properly guard and so on. Saldy my time has been shorter as day passes, and has been filled more and more with work than anything else
Here are my earlier drafts, i haven't shown this to anyone aside from god confirm:
I already had a full schedule on how this could work, but not only your english is better, and i think you can find much better words to explain anything else related, i really would like you to go into some topics i felt the in game tutorial didn't went or explain that well, when i finished that tutorial there was a weird sensation that i haven't learned nothing
Basic:
Normals
What are normals (basic universal normals, command normals, jumping attacks)
Guarding
Rules of guarding (What standing block defends, and what not, what crouching guard defends and what not)
Block Jail (there is no stance lock in MKX/L)
Throws (throws can go through guards)
how to avoid throws (how to tech throws, in what situations you should be ready to tech throws)
Intermediarie
Meter concept (first hit bonus, 2 bars level and breakers, enhanced attacks, meterburned moves, 3 bars level and x-rays)
Stamina concept (moves that require use of stamina, backdashes)
Strings concepts (what is a dial string and how it differ from combo juggles)
Combo link system (Run Cancel, timed attack links)
Uppercuts (Risks and rewards, of proper using)
NJP (advantages and disadvantages)
Introdutory to frame data (difference between in game startup frames and execution frame data)
To what points moves are generaly safe when minus
Reversal punishes (how they work)
Wakeup game (wakeup attack, delayed wakeup, neutral stand)
Block punishing (Getting rewarded for correct blocking)
Advanced
Advanced Guarding (chip damage, loopable strings, blockstrings, fuzzy guarding)
Advancing Normals concept (poking its not only related to d1s d3 and d4, low profiling, low crushing)
Opening the guard of advanced players that are mostly safe and take no risks (trip guard punishes, whiff punish, counters, strategy)
Advanced combo concept (execution rythm and timing (audio cues when buttons are pressed) Damage exporation)
Advanced strategies (restands, armor breaks, unblockable restands, OTGs Hard to blockables 50-50s)
Expert
Play types (Rushdown, Zoning, what is neutral game, what are footsies)
Match-up knowledge
Enhanced eye (how many moves an advanced player can see ahead based on match-up knowledge)
Hard reads and reactions
Character data ( how to find your character, playstyles characters can offer, walkspeeds and complementary moves can define how a character plays)
Clutch and sixth sense
Frame data left overs
As you can see its a lot to cover, but it would be really helpful and enjoyable at the same time, sadly i can't do this on my own, but if you could team up with
@Tom Brady this would definitely be a golden book i would happly watch and re-watch over and over and surely more people would feel more persuaded to get into it as well.
Even if you don't have such schedule i'm enjoying your current work, just keep doing them.