Street Fighter 4 normal moves linking

It's just very, very tricky. The rule of thumb is to watch the animation. The common mistake is to try and link too soon - you literally have to wait until the last animation has finished. Also, some moves just don't link. The timing windows in SFIV are really strict - which allows for a real range of skill levels.

Generally speaking, to get long combo strings out, you need to work more with lights and mediums - so you might jump in with HK, standing LP, crouching LK, crouching LK

There are several methods for linking moves:

  • Cancelling: Most common, where you break out of a normal by executing a special. Same goes for specials to supers, and supers to ultras.

  • Focus Cancel: Where you execute a move but hit the focus attack during it to cancel, generally used in the opening of a special

  • Kara Cancel: you start a move, but hit throw during it, allows you to throw from extended range. Have yet to pull this one off

  • Plinking: Hitting a descending strength of attack almost simultaneously - i.e hk -> mk

Here's a combo for you to try that should give you a feel for it

Akuma:

Jump in - HK

Standing HP

LK Spinning kick (juggle)

HP Dragon Punch 

* you can focus cancel the Dragon Punch and try a fireball if you're up to it..

You'll get a good six hits out of it.