Everytime I see "parry" on these forums I start sweating. I understand y'all want a different parry system than was in UFC 2, but that crap single-handedly ruined UFC 2 for me.
In terms of accuracy of strikes, I absolutely agree accuracy should be lowered. As a result damage overall should be raised slightly in my opinion.
Speaking of damage, I would love to see variable damage values. An uppercut shouldn't ALWAYS do the same exact amount of damage, I think there should be a small range of damage each strike could do. I understand the vulnerability system was supposed to sort of address this, but it is not enough. Even if you hit a guy circling out with the appropriate hook, that hook isn't ALWAYS going to do massive damage. Sometimes strikes just don't land perfectly, its as simple as that.
Now to calculate how much damage a strike does within its range, ideally but almost certainly not possible at the moment is a full on physics driven striking system. What I mean by that is the game literally calculates the speed, mass, ect all the physics stuff, for example if a strike hits a glove or elbow on the way in, its power is going to be reduced due to speed being taken out of it. Plus have a complex hit-box on the fighters face. The chin and behind the ear being the most vulnerable spots on a fighter, forehead being a big damage reducer, ect. This would go well with the more realistic accuracy suggested as well. Grazing shots would be less damaging under such a physics system.
However, due to this ^ almost certainly being something you have to have in mind while creating the game from the ground up, simple RNG works for me. But I know some people hate seeing RNG as much as I hate seeing "parry" so I'm sure thats not going to be accepted.
So really I don't know what to suggest and everything I just said may be useless.