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SF6 is harder to do combos, but only the "Pro combos". There are also noob combos that the machine does for you, all you have to do is just press repeatedly the button on the controller after choosing a controller mode called "Modern".
Unlike Guilty Gear where the input of commands is easier when they are typed, in SF6 you need a more precise inputs for the commands to activate also the time to link them are very different, and not so fast like GG or KofXV. Guilty Gear is also a faster game while Street Fighter is a much slower game! The difference is visible when you pick up the game to play, I was playing King of Fighter XV, when I played the SF6 Beta, it felt like my character weighed a ton, and I was playing with Ken. In Fast games like Guilty Gear, the combos have a faster connection time than in street fighter, and you will need to learn these SF6 times with a lot of practice if you play with the Classic controller. In the modern one, the machine does it for you, so you won't feel any difference. Just press one of the control directions together with the attack button for the machine to do the job.
I imagine finding links in SF is more rewarding as a result, but you can always youtube up some combos if you're struggling to discover them yourself in Training. Or play Modern.
Most characters without target combos rely on "links" that can't be buffered. They have to be inputted within a strict frame window.
A big part of fighting games is finding characters that match your playstyle and satisfaction of execution. I personally don't like 623 inputs and full circle inputs because of the controller I play with, so I steer clear of characters that rely on those input types in their kits.
Another important difference to mention about this series is how neutral differs. In anime fighters, basically every character has access to a "skip neutral" tool either in their kit or as a universal mechanic. Something to close the gap or otherwise execute their game plan without having to worry about the tools their opponent has. Those options are rare and sensitively balanced in the Street Fighter series. A significant amount of the damage you'll be doing in a match comes from poking the opponent with 1 or 2 hit combos and setting up pressure situations afterwards. Learning fundamentals such as footsies, throw-strike OS, safe pressure, and Drive moves are essential to elevating your performance.
In short, the combos and blockstrings in SF are significantly shorter than their anime fighter counterparts. Neutral is more centralized. Your relatively lengthy BnBs will be utilized infrequently because they often cost resources that you either want to save for neutral going forward, or have burnt by the time the combo would have theoretically killed.
I know I attempted to answer the question by answering a bunch of seemingly unrelated and unasked questions, but there's a lot of reasons this game would feel very different in combo structure and pace to an anime fighter. Your target combos are often the most optimal tool you have in the smaller interactions, so don't worry too much about the optimized stuff right now.
SF6 has a lot of pretty easy to do combos if you're already familiar with Strive, but there's less overall moves that are cancelable compared to Strive and you won't have gatling routes (other than Juri with Lv2 super).
If you are unfamiliar with the difference of links vs chains in regards to comboing, then SF might seem a little strange to you at first as you learn how to form links for combos.