very unlikely a significant amout of people will put up with that 100+ pages guide.
all that information needs to be disseminated with interactive tutorials and a singleplayer campaign that presents mechanics and situations gradually to the player as discussed in this video:
I think the central problem in the video, namely how unclear it is what kind of next level of strategy can be for a newbie, is relevant to all the competitive games.
The main difference is in how obvious that next level is - and for some of the most popular games, it's very obvious (MOBA, Team Fortress, even Chess), for some it's less obvious (Counter strike, Starcraft), and for some it seems like newbies can hardly reach grasp it without direction, like in Fighting Games and Quake.
Perhaps it, and the level to which it's alleviated by the communities and games, is more relevant to popularity than anybody realizes.
Is there glossary about the fighting game lingo somewhere? There were few boxes in there, but not very comprehensive. I only glanced through the guide very quickly.
What I don't get is why everybody should need to play Street Fighter 2. The reasoning he gives is more complex game encourages you to switch characters instead of focusing on better control. What if you don't like Street Fighter? Can't you just play MAHVEL without changing things around, committing to your choice?