As already mentioned, the in-game tutorial is pretty good, and will give you some grounding in a lot of generally important concepts. Also worth noting is that the practice mode is pretty advanced, offering features like attack data (startup/active/recovery, adv. on hit/block, special properties, etc -- all of which are explained in more detail in the dojo), record/playback, hitbox display, etc. So if you're just getting annihilated by something your opponent is doing, then you can replicate it in practice mode and figure out how to beat it.
KI also has the best fighting game tutorial ever: A Killer Instinct Guide for SFIV Players, by KI community member Infilament. Despite the name, Infil's guide is great for fighting game newbies as well, and provides a thorough general overview of the game and its mechanics, as well as a lot of in-depth information about each character.
So, are there any characters I should look at practicing with? I have done some of the training with Jago but given everybody who has done the training will be familiar with him, are there any similar characters? I like his movement speed and ability to get close where as with other characters (I am thinking of the girl who looks like something out of a Horror film, or Skeletor/whatever the Skeleton character is called) they move quite slow and seem to be aimed more at a technical player (which is something I am not able to quite muster, it took me a long time to be able to do the air counter move that the tutorial teaches you early on with Jago).
Air counter move? Do you mean the anti-air lesson? A bit of advice: anti-airing is hard for new players, if you can just get to a point where you're consistently able to down+HP or dragon punch an opponent who is jumping in on you then you're doing well. Don't worry about following up a down+HP with anything, your goal is just to teach your opponent that they can't just jump in on you all the time. Sure some characters can get 20%+ off of an optimal anti-air, but you should at first focus on being able to do something in each situation, and worry about optimizing later.
As to other characters you could be picking up, if you want movement speed and accessibility, maybe look into Wulf, Orchid, TJ, Riptor, and Shadow Jago (there's some exclusivity nonsense going on here, but you'll be able to buy Shago within a 2 week window that starts 3 days from now). All of these characters move faster than Jago and mostly want to get in and lay down the beats. Whereas Jago's main gameplan is to pressure using fwd+HK, close/crouching MK, laser sword, etc to stay safe and at frame advantage all day in front of his opponent and punish them if they press a button, and intersperse the occasional throw or safe overhead to surprise them, the characters I just listed are mostly about using unreactable, unsafe-on-block high/low mixups to open up their opponents, preferably right now. (Although Riptor is kinda a mix of both.)
wrt Hisako and Spinal (the characters you mentioned), they are more technical characters in various ways, yeah, but their mobility isn't so bad overall. Hisako's slow movement is supplemented by a long, fast dash, which you can use to cover distance extremely quickly, but you lose out on fine control of positioning. Spinal has a run instead of a forward dash, and he can cancel his run into any of his (generally great) normals. Again, they're both pretty technical characters, but if they're the characters that you find appealing, then you should be able to pick them up once you figure out what they're built around.
But also, there's no shame in maining Jago -- I'm a Jago main, after all. The real shame is in being an incessant Jumping Jago, making yourself an absolutely free win for your opponent but maximally annoying in the process.
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