So uh, hey...

Heavy characters aren't really my thing, but it would be nice to use someone who can actually deal damage.
Take a look at Sophie.

I think some of the basics might be a problem for me. I understand a lot of it in theory, but still have some trouble say with blocking both lows and highs, and consistently.
Blocking low will duck highs, however you'll eat mids doing this. You'll never have a perfect defense. It's just not possible, don't feel bad knowing you can't block Mitsu 2KB or Amy 2B+K on reaction. Also, even the slowest low will hit online unless you have the best connection.

And also, getting stuck in what I believe are tech traps? It seems I can't get off the floor fast enough to avoid getting hit by another attack. So practise practise practise, huh?
Some you just need to stay down for and eat the hit. Trying to get out of it will just get you in more trouble.
 
Kilik's B+K 6B 41236B combo guard-impacts, beats strafe, and can be stopped and mixed up to grapple or some other attack, and can ring out the opponent.
It's unsafe at every hit in the string stopping that into a throw is like 40 frames. This reactable.

Also, watch Thugish shutdown asura:
 
Did martimouff teach you that one? XD

Anyways... If you want to learn a lightweight damage dealer, lasercakes is right, Sophie would be a good choice.
I'd also recommend Ivy if you're prepared to put in the effort - she has a big following here and I'm sure a lot of people could help you, though she will take effort.
As I said before - pick who feels most comfortable to you though - not Sophie or Ivy just because we recommended them.
 
Synraii, I wrote my post on the assumption she wants to learn stuff and improve, which seems reasonable from her post. As for choice of character: It's nice to think that (e.g.) Yoshi looks cool, but if you want to play a patient maneuvering game and not be in someone's face constantly than it's not for you because his tools don't support that.

red, to avoid tech traps, you shouldn't tech. This means when you get knocked down, just don't touch guard. Either touch nothing (play dead) or up and down to roll. Guard when you are ready to stand. Play around with it.

To learn a new character, the first step is just to see which generic slots are filled by which moves (by filled, I mean the best moves the character has to choose from that serve that function). What I mean by generic slots are things like step catchers, heavy mids, lows/grabs (for mixup), pokes, punishers, whiff punishers, interrupts, evasive moves, auto-GI's, frame traps/pressure, gauge damage, oki (tech traps/down traps), post GI, ringout. Note that the same move can fill multiple slots. Example for Voldo (front stance only for simplicity):

step catchers: AA, 3A (sort of), 66{A} (if you feel a bit crazy), 1A (at max range)
heavy mids: A+B, 1K_{K}, 3BB
lows/grabs: regular grabs, 2K (these first two are generic), 236B, 236A+G_B+G
pokes: BB, AA, 4A, FC 3B
punisher: 66:B
whiff punisher: 66:B or 236A+B or 66K or 66{A+B}
interrupts: 2A, 6BB, AA, K, 4{K}
evasive moves: 236B, 4_2_8{A+K}_A+K, A+B, 66K, 4{K}
auto-GI's: none
frame traps/pressure: 44{B}_B, 2A+B236, 4A
gauge damage: 3BB, 2A+B236A+B, A+B, 1A
oki: 2A+B on everyone, every time, unless they roll to V's left, in which case use 2K or 236B
post GI: fast option, 66:B (this is guaranteed if they don't re-GI), slow option {B+K} (guaranteed if they DO re-gi)
ringout: 1K, 236B

You learn a list like this from a guide or from random posts. You start playing around with these move firsts. You learn the combos associated with them. I.e. A+B is only a good mid if you follow it up with a good combo e.g. A+B 66B 66:B 1B. You start figuring out which moves you like more and less. I.e. many Voldo's use 66A+B for long range but I prefer 66K. The point is that because you are covering all the functional bases, by getting all this stuff down your play may not be optimal but you will never be at a loss for a decent option. I.e. if I'm at +5 at medium-far range with Voldo, what are my options? Well, since I'm at + frames I probably shouldn't do a dedicated interrupt move. I could do a long range mixup like 1{K}/236_A+G. I could pressure with 2A+B. Etc.

There are many things that a list like this will not cover, i.e. I could write many paragraphs here about just how 2A+B and its follow ups play out, how to try to handle 2A+B on CH, how there are many combo enders for combos involving 66B and how to choose. That you will learn later on. But a list like this will give you an idea what to try out first, what's reasonably effective. Of all the moves here, beyond generic moves like AA, BB and grabs, there are only a few moves that I can say with confidence every decent Voldo uses heavily. So you have a lot of flexibility.

Sadly I don't know Talim, Tira or X well at all so I can't give examples you would better recognize. If you have any questions or follow ups or want help finding a character that meets certain attributes, then let me know. Btw, if heavy characters aren't your thing and you want to deal good damage than Sieg might not be for you. He's one of the slowest characters in the game, and his normal hit damage is quite mediocre. I often recommend Amy to beginners, because she's a simple strong character. You won't be crippled by the character, and you have a very simple game-plan to execute. She has very good step so this will encourage you to start stepping which is one of the hardest things for beginners to get in the habit of. But of course if you don't like her appearance, style, whatever, then don't use her.
 
It's unsafe at every hit in the string stopping that into a throw is like 40 frames. This reactable.

Also, watch Thugish shutdown asura:
Thugish didn't shut down Asura - Asura ALLOWED itself to be shut down, you can't completely shut down a move as potent as Asura.
Btw, great Asura game to play vs. Xianghua if they're lazy - stop at the second hit - block the delayed 4A+B then asura the second hit - funny shit to watch XD
 
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