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You can make trails easy if you set time speed at 50% but that only let you check the combos and not to learn them.
Crounching medium kick (Down+B) into Hadoken is THE learning curve for Street Fighter games. It's the classic *confirm* combo that is a basic building block for building offensive combos in the game.
The key is to have your medium kick (Down+B) become part of the motion for the Hadoken. This technique of merging the first move into a second is called 'cancelling.' Cancelling a move means you pull off the second move BEFORE you see the recovery frames for the first move. So essentially, you have to cancel the medium kick into the Hadoken.
The Down part of the medium kick has to become the Down part of the Hadoken. So you hit the Medium kick, and before the recovery frames, finish the Down+Forward, Forward + Punch movement for the Hadoken.
It just takes practice. Keep at it, you will learn it like second nature in no time.
As for the controller vs. stick thing, it really wouldn't make as much a difference as you likely think it might. Personally, I use an Xbox 1 controller, but I hate using the joystick to do inputs, and can only use the d-pad to get the actual inputs I want to come out. If you're using the left stick to do your movement/inputs, try the d-pad instead.
the moves listed in sequence for a trial mostly need to be done as 1 constant input flowing into one another.
doing move 1 waiting for it to hit then doing move 2 wont work.
its called pre-buffering the input. it allows the moves to cancel into each other so they combo.
you do have some leeway based on the current moves animation length. different moves have different length windows that can still be cancelled into the next move. some a lot more lenient than others.
the important thing is to not wait for the move to complete before doing the next.
this should help explain it in a more in depth way. its easier to explain with visuals! :D
the longer combos are done in the same manner but split into sections that flow into one another then a small gap into the next group of inputs that need to flow in order to combo.
ryu has some that need you to stop the inputs after certain moves to charge them then continue. watching the cpu example can help you understand what your doing differently in your timing.