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The timing for cancelling (suppose that's the right term) can be tough feeling...it doesn't feel intuitive. It can become more treacherous in a bad online game too.
The "linking" stuff is easier, usually. But that can drop too.
Some combos with some characters are a lot easier than others...Ryu has some straight forward ones that work.
Training mode is good for training...but a live match will feel different, one way or another.
What character are you playing, btw?
Yeah well Ryu's Mp Mp Hadoken is an easy one. Then there's Hp, Hk. And Mp, Mp, Hp, Hk.
Another one that can be easy is back Hk, Lk, Lk tatsu. Usually if the person does anything else but block they will take the Lk...sometimes for whatever reason that doesn't work.
Now off that combo after the tatsu you can tack on a critical art...but the timing is tricky. It's so easy to miss since the person is flying thru the air. You have to be doing the CA motion early.
I'm not good at that one.
Now the combo of crouching Mk, EX tatsu...you gotta do the tatsu so quick off it you almost can't wait to even know you got the kick in.
In online fights if you're going too fast just slow down more, keep practicing in online fights to get the tempo right.
You have to go fast...with some characters and combos really more fast than I like, but Ryu's combos above have a good enough tempo.
I just really use the above combos...I'm not a real combo meister.