Play the same footsies game, like you would in 3S. This version of SF is more based on footsies and control so play your ground game, just be conscious that you can’t parry and drop big combos, you need to bait punish and control the space.
Throw range is damn near double the range as in 3S. To give you an example… If you tick throw in 3S with someone like Ken, cLK, cLK, throw will whiff assuming you don’t walk forward first. cLK, cLP, throw will land with room to spare in USF4 so try to get used to that range. You can’t really use cLP or cLK to stuff a throw. You can only really use it to keep the guy from the range where he could throw you. Instead, stay crouching and hit cLK+cLP to do a crouch throw tech. You can also SRK the guy if you know he is going for cLK, cLP, throw. Drop the SRK on him right after the cLP.
Just doing a move and getting the message reversal doesn’t mean your move will win. I’d need an example to really confirm or deny what had happened but if you’re going to do a reversal, try to keep it to something like a SRK (which typically don’t have the same invincibility as in 3S but still have some - LP SRK type moves aren’t god tier like in 3S)
Escaping pressure is such a hard thing to talk about without knowing specifics. Typically, be patient. Wait for the opening, back dash OR wait a second (to make sure he isn’t baiting with a frame trap) and poke them out. But the best advice I can give is be patient. As you play more you will learn typical ranges and block strings different characters will do and you will know where your opening is.
Certain moves will break focus. For example, a tatsu will shatter focus. It just straight up breaks it and cannot be absorbed. People try to use FA kinda like a parry but it doesn’t do the same thing as a parry from 3S. If you jump in and someone reacts by charging a focus, just mash a SRK as soon as you land, it should work.
You can AA with SRK just fine. Different shotos will have different versions to use for AA (ex, Ken uses MP SRK, Akuma uses HP SRK) you need to land them deep if you want to win clean though, try to AA so you’re still on the ground frames of the SRK when it lands, aim for it to land on frame 3 or 4 of the start up but remember this game has probably the worst SRKs out of all SF games so you need it deep. cHP works fine as well but only from certain ranges with shotos. You need this one much earlier than you would need a SRK so you’ll need to play with the timing of both. Set up a dummy in training mode and have it jump forward and back doing HK and just do dat footsies wiggle and practice AAing with SRK and cHP.
Getting in on an opponent is also very situational. Again, play your footsies game and look for a hard knockdown. A throw is great but whiff punishing with a sweep is just as good. Dash in behind it and start your mix up game. If you’re playing a shoto, aside from Akuma, you almost never need to jump aside from a cross up on their knockdown so keep sticking to those 3S fundamentals bro.