Exactly Morgan, at this current state the game is in no way solid enough to make Evo or any serious tournament. Its very much relegated to the causal realm.
I think the only reason this game sold anything like it has is because of the UFC brand behind it, the fact that it is the only next gen MMA game available and the fact that its physics engine makes the game enjoyable, no other reason at all. This is simply not a good fighting game because its systems are not explained thoroughly at all. I really don’t care how I sound, I'm not here to spare any feelings, trust me Id be a lot harsher - to the devs especially - if not for all the coddling and censorship around here.
For anyone reading that would like to help with testing, I'll try to continuously post ways we can test various aspects of the striking mechanics in this thread until I have time to buy a new controller in which case ill post the information myself. I'll start with the jab-body kick combo since its so commonly used.
Interrupting during the interval frames of the jab- body kick combo:
1) Have two controllers ready and an extra person with you
2) Go into two player training mode
3) Have the opposing player throw jab followed by a body kick as fast as possible
4) Try this again, however after blocking the first jab, immediately throw a jab in response
5) What are the consistent results? Does your jab interrupt the body kick? Does the input of the opposing players body kick register or not? Does your jab get interrupted or deflected?
6) Whatever happens post the results here and try the exercise again but with a different strike. Try it with the straight, the hook, the uppercut e.t.c. and record what happens
7) As Sugata said the frame data is somewhat dynamic, so do the results vary by fighter, distance, e.t.c?
Its a shame we have to use such a ridiculously long winded and tedious method to find out some half arsed details about a fighting games striking system in 2016 but we have no other choice.