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Yes, as a general rule being even slightly good is going to come down to not just knowing your own character but what other characters can do in relation to whomever your playing so you can think ahead in each situation. The best way to do this is to play as those characters and get a feel for how they work, even if you don't play them seriously or master them. It's good with any new fighting game to at least play each character through a single player mode a couple of times and mess around with them. That said you don't need to absolutely master all the moves for anyone, even the guys you main, in the end comfort and instinct are going to matter a hundred times more than being able to get really fancy. You'll find a lot of the most impressive moves are effectively so situational they are rarely going to come up.
Yeah I found this combo guide on youtube which is what i was looking for. SF6 should have a combo list like in MK tbh, because how tf are u supposed to come up with combos by yourself
its a good idea to do the combo trials tho, cuz like i said, u get familiar wit characters toolsets n get an idea of how u can play as em or against em online.
Just in case terminology here is too advanced, I'm going to also break down a combo into its sections.
Starter: The move that starts the combo. This matters a lot because every move gives a frame "advantage" on hit. This determines whether it will link, or combo, into another move. Some moves are special cancellable (the move animation is able to be shortened by inputting a special move like Shoryuken) and some are not.
Filler: This is the series of moves that follows a particular starter. The structure will most likely follow as normals into specials into optional supers.
Ender: This is the move that you end your combo with. Learn a couple different enders for the combos you're practicing that lead to different situations. You want to practice enders that: provide a hard knockdown, carry the opponent to the corner, special cancel into supers for damage. Sometimes a character has an ender that accomplish all three of those attributes, but it's more common that you'll have to practice a different ender for each situation listed.
Here's an example of two practical Ryu combos in standard fighting game notation with the elements described:
s.MP > c.MP > 623HP (stand medium starter, crouching medium punch as a filler link, Shoryuken for damage and hard knockdown)
s.MP > c.MP > 236KK > 623HP > 236236K (stand medium again for the starter, crouching medium punch into OD Donkey Kick into Shoryuken for a damaging filler, CA ender for damage)
And here's how those notes might look after I watch a video and experiment in training mode to make a combo: https://imgur.com/a/t2hZDWp
Alternatively, if you want to skip conducting research and composing combos yourself, you can Google "SF6 [character] combos". SuperCombo.gg is a great repository, but it might take a while to be filled out as the game just launched.
If there's one takeaway here, it's that you should pick one or two practical combos to learn, commit them to muscle memory, then repeat for new combos. You'll see significant improvements to your consistency and level of play immediately.