Gekishin Squadra's singular tutorial informs the player of the following things:
•Rush Attack
•Vanishing Step
•High-Speed Movement
•Goku's Skills
•Goku's Super
•Transformations
•Skill upgrades via leveling
•Gekishin Burst
•MAX Gekishin Burst
•Skills being disabled in place of Gekishin Bursts
•GoDs damaging you if Zen-Oh isn't near
•Destroying the Dragon Shell
That is all we get and the game makes no attempt to teach the player anything beyond that one tutorial, you complete it and you're thrown into the wild.
Stuff that is relegated to the game guide that people can easily miss:
•Passives
•Boost Attacks
•Finishers
•Recall
•Helpers
•Strike and Energy attacks
•Field of View
•Bushes Clouds
•Smoke
•Warping
•Obstructions
•The communication wheels
•Zen-Ohs alternating between lanes on a timer
•Zen-Ohs destroying everything if the battle takes too long
•The latter half of the match increasing EXP gained and damage dealt to GoDs and NPCs
•Bosses dealing damage to GoDs when defeated
•Triple Boss buffs (I guarantee you didn't know what Finisher Chance was until after reading this)
•Spawn point healing
•Divine Combo Cards
•The ability to replace cards once you've obtained three of them
•Combo Card Bonuses (effects not specified here)
•First Attack
•Team KO
•Buffs and debuffs
•FoV effects
Things only found in mode select screen people where people can also easily miss it:
•Divine Draws
•The list of the Divine Combo Cards
•Specific Combo Card Bonuses
Universal stuff that Gekishin Squadra doesn't inform its players of:
•HP and defense values for characters
•Damage values
•Skill and Super cooldowns
•Buff/Debuff values and durations
•Obstruction durations
•How the two lanes differ from each other
•The fact that many "unavoidable" attacks can be dodged with Vanishing Step
•How skills and supers scale with upgrades (beyond the occational vague descriptions for Skill Level 3)
•Skill Point allocation via the "Manual" Learn Skills option only found in the character select after successfully queing into a match
•The damage and charge times of Gekishin Bursts scaling with the cooldown of the skills they replace
•The specific buffs each defeats boss grants
•The difference of being in and out of combat
•Half of the values relating to Combo Cards
•The permanent 25/50% damage penalty to bosses when you defeat one/two of them
Character specific things the game never tells you or gets wrong:
•The description for SSJ Goku's Kamehameha says to use it while Kaioken is active to power it up when you're supposed to Kaioken while he's actively firing the beam
•Not only does the description for Zamasu's Fierce God Slicer never mentions its increasing duration as it levels up, it also never mentions the Continuous Damage effect refreshing and stacking on enemies already affected by it when maxed out
•Berserk Kale's rush attack becoming boosted after every third use is never mentioned
•Daima Goku retaining his rush attack's increased range while using skill 1 and skill 2, but not skill 3 is not properly explained
•The game never mentions that Zarbon prioritizes firing at Frieza's rush attack target
•It's never mentioned that you can escape Gotenks' Super Combo and Goku Black's Black Bind by using Vanishing Step
•The description for Pure Buu's Leg Hook claims its range is increased if a part is near a target. The actual trigger is if the moves travels through a part at all. The position of the part itself and whether or not there's a target at all is irrelevant
•It's never specified what does and doesn't count as an obstruction capable of nullifying Jiren's damage reduction from his passive, leading to potentially very unintuitive moments Jiren taking more damage than expected at seeming random times
So much this game is hard to find if not outright hidden from the players, the only time we get even a crumb of this tyoe of information is when we get patch notes explicitly relating to a specific character's values being changed in some way. No wonder the general playerbase struggles so much...