Combo timing difficulty?

It’s mostly chains with some links involved, especially to continue combos after specials and throws, or to insert short dashes in the middle of combos to maintain spacing. Combo difficulty varies a good bit from character to character. Generally, the way combo flow works is this:

normal -> special: Cancel
normal/special -> super: Super Cancel (costs HP)
normal -> jump: Cancel (never possible on whiff, often not possible on block)

normal -> normal: Probably a cancel (but might be a link, especially on FC. Also keep in mind that some normals will chain but not combo on standing characters since crouching means taking an extra frame of hitstun)
normal -> dash: May be a link or a cancel depending on the normal (some attacks are dash cancelable)

anything (air) -> land -> anything: Link
normal -> dash -> anything: Link
special -> dash: Link
throw -> anything: Link
special -> normal / special: Link (sometimes a rekka type chain)
super -> normal / special/super: Link
anything -> OMC or OMB -> anything: Link

Count IADs as a subset of dashes here. As example combos (links noted, cancels not)…
Here’s a Chie combo (she has rekkas):
:snka: :d:+:snkb: :qcf:+:snka: :qcf:+:snka: (link) :snkb: :snkc: :qcf:+:snkb: :qcf:+:snkb: (link) :snkc: :qcf:+:snkb: :qcf:+:snkb: :qcb:+:snkd: :qcf::qcf:+:snkd:

Here’s one of Naoto’s midscreen BnBs (the link timing after iad j.B j.C land is pretty hard):
:qcb:+:snkd: (hit, delay, link) :snkc: :uf::f: (jump cancel into IAD, link) j.:snkb: j.:snkc: (land, link) :f::f::snkc: :qcf:+:snkb:~:snkd: (link) :f:[:f:] (link) :snkc: :uf::f: (jc into IAD, link) j.:snkb: j.:snkc: (land, link) :f::f::snkc: :qcf:+:snka:~:snkd:

And here’s a Naoto SMP loop / corner combo:
:snka::snka::snkb::d:+:snkc::qcf::qcf:+:snkd: :uf::f: (link IAD, land, link) :qcb:+:snkd: (link) :d:+:snka:+:snkb: :qcf:+:snka:~:snkd: (trap hits, delay, link) :d:+[:snkc:] :snkc: :qcf:+:snkb:~:snkd: (link) :qcf:+:snkb:~:snkd: (link) :qcf:+:snkb:~:snkd: (link) :qcf:+:snkb:~:snkd: (link) :qcf:+:snkb:~:snkd: (link) :qcf:+:snkb:~:snkd: (link) :qcf:+:snkb:~:snkd: (link) :qcf:+:snkb:~:snkd: (link) :qcf:+:snkb:~:snkd: (link) :qcf:+:snkb:~:snkd: (link):qcf:+:snkb:~:snkd:

Should actually be:
:snka: :d:+:snkb: :qcf:+:snka: :qcf:+:snka: (link) :snkb: (link) :snkc: (link) :qcf:+:snkb: :qcf:+:snkb: (link) :snkc: (link) :qcf:+:snkb: :qcf:+:snkb: :qcb:+:snkd: :qcf::qcf:+:snkd:

I took the notation I used straight from the combo video on the front page, which denoted links with commas, normal chains with A-B, and cancels with xx.

Yeah, it’s a combo a lot of people have trouble with because they try to chain it. Anyway not trying to discredit you, just pointing out that some combos do in fact have many relatively difficult links involved.

Liz’ auto does freeze her opponent, which is good for getting out of pressure so you can go back to spamming disruptor.

The combos in this game are really goddamn hard for me. KOF is so much easier…

As a pad player, any kind of “hold down this button while doing other stuff and then release the button” combo just messes with my hands so bad.

I really need to just change my button layout and get used to it but… augh…