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Pick whoever you like, they're all good characters to start learning the game on. There's no rule saying you have to learn the basics of the game with Ryu or Luke before going on to learn the character you truly want to play. Learning process is tough and it's infinitely better if you're going through it on someone you enjoy playing rather than someone you feel obligated to use.
2. Command grabs almost always have longer range than normal throws, and the lighter strength inputs have even longer range than that. Assume that if you can hit the grappler, they can grab you.
3. Yes, specials and supers can be buffered during the active frames of normals. Sorry boss, execution takes time and practice.
4. Those are all good options, but honestly it's any character that can motivate you to pick up the game even if you're getting your ass kicked. The ones you listed above are all able to work effectively at all ranges and will help you develop fundamentals, but you don't have to play them by any means. I learned to play fighting games by playing Dan and Blanka in other titles
2) It's intended to give command grabs a tiny bit of leeway. They are relatively easy to avoid when you understand what to do. A lot of them you can just jump up. But this comes down to reading your opponent, and understanding what is optimal for them in the given situation. It's also a guessing game because you might jump and then they DP you, or maybe they don't do anything waiting to see what you do.
3) No there is no input buffer in regular matches. Your best bet is to do the combo trails of the characters you are interested in playing as well as utilize the training mode. There is however an option in the settings while in the combo trials or training mode called "Match Speed" and you can set it to 50% speed. It is extremely helpful in learning the timings if you are struggling with getting your inputs correct. Honestly, though, it's just going to take a lot of time and practice to get it down. I will spend 30+ minutes practicing a combo in training mode, go into a real match and drop it partway through, A LOT. I just understand this is going to take time to build the muscle memory up. It becomes VERY rewarding once you start landing your combos and buttons consistently! Stick with it, fighting games are 100% worth it because they offer an experience and reward unlike any games I have ever played and this is coming from someone who was a FPS player his whole life.
4) Pick the character you think looks the coolest and you think has the coolest combos because eventually, you will learn how to do them!
Seriously, don't fall into the trap of "this is the easiest character because x,y,z said so". You are much better off choosing someone YOU think looks dope and vibe with. That will take you a lot further than you think!
I don't know about the others because I only played the demo.
2) Yes. Zangief needs this. Signed, non-Zangief main.
3) You can input a move with about 3 frame leniency. It's not too bad, at least it's not Street Fighter 4 and prior where there was exactly no leniency. Getting the timing right will be a little tough but you'll manage.
4) Ryu, Ken, Luke, maybe maybe Lily. If you like a character very much just use them, but focus on the fundamentals first.
But for the main question. No you aren't bad there's just very low leniency. Also command throws can't be cancelled into.
1. How big is the opponent. The larger hitbox can make it easier to be hit due to a larger hurtbox.
2. Is the opponent standing or crouching? Same as 1. as crouching characters usually have a larger hurtbox than standing characters.
3. Was the opponent in the middle of an attack when the throw connected? Hurtboxes extend when a character is in the startup animation of an attack which can lead to pretty wild perceived throw ranges.
4. Kara cancelling might be a thing. This is a technique when you hit a button and immediately cancels its startup with a throw. People use this on moves that would move their character forward (for example Ken`s old step kick or Guile`s forward sobat kick), but because the move is cancelled with a throw, the throw gets the property of moving forward as well and thus gains range. Not sure if this works in SF6 though.
You can't throw people that are in hit / block stun.
2- In general, the throw range is inversely related to how much damage it does. So for example Zangief's light SPD has the longest range but it does the least damage + has the slowest startup
Manon is kind of different, where her damage is 100% based on medals, but her startup on light is much slower than on medium / on heavy.
If you throw out pokes, you'll basically beat someone run up throwing you every time.
4- Just play anyone you think is cool. No matter what it's going to be a struggle in the beginning, doesn't really matter who you use.
Then to know characters and their specifics you have the character tutos and the training room.
I don't get why low tier people feels the need to trash talk this topic. You must be absolutely terrible in order to lose against low tier grapplers, 90% of their movements are wrong and they spam buttons.
As far as i know you can cancel inputs and also buffer certain specials, it's very easy there's a lot of shortcuts availabe since the oldest SF games, there you can look at some tips and tricks videos of people more qualified. Aim for people that are good at the game or pros, avoid looking at forums here we're all naabs.
Also if you like this better, you can also enable the edge control option that let you confirm a move by releasing the button press.
What always happens to me is I am in front of my opponent, I whiff a throw, but then he throws me right after from the same range, because my hitbox extended.
Another good example is dhalsim. You can actually whiff punish his attacks while being out of range. You can hit his arms mid animation. Because they have a hurt box.