Oh well then. Remember that landing combos isn’t always the most important way to get damage. Good footsies will go a long ways. A well timed and spaced cr.forward xx Hadoken is a great tool. You can win entire games convincingly from just good footsies and simple punishes. Since you say you are getting countered after the first hit sometimes, I’m curious. You’re not trying to link ALL of the normals are you? Chaining jabs and shorts are pretty much always true blockstrings, so unless you are doing those moves too slow they shouldn’t be able to counter it after the first blocked hit. For the combo you listed you chain the cr.short cr.jab cr.jab, then you link the cr.forward. The timing for chaining isn’t very strict so you definitely shouldn’t be getting blown up for hitting them on block. It’s weird to me that you are asking for the timing, if you can do the combo in training mode, you know the timing already. But I hope that helps you out a bit.
Good times to do combos. It’s kind of hard to explain I guess. So one of the best and obvious times to do combos is when you bait out something or your opponent just messes up. The one you listed isn’t a very good punish combo, but I’m sure you know Ryu’s best punish options. Though sometimes you don’t have enough time to do the best punish combo. For the combo you listed a good time to use it may be after a hard knockdown. Meatie that short and if it hits, bam combo. You always run the risk eating reversals but that’s part of mind games. And that combo is also used for just when you are in range to do it and you think you can snag them out of something you go for that combo, since it’s basically a hit confirm combo. And another time for the combo you listed it is say you jump over a fireball and throw out a j.rh to try and punish, but you’re not positive it will hit them, or you just decided to jump in and you’re not sure they wont anti air you, you can default into that combo instead of the better jump combo, since those are usually less safe on block.
But honestly I think combos are the last piece of the puzzle. It’s something we often learn first because it’s actually probably the easiest part of learning a character and we still want that sweet sweet punish damage. The footsies and mind games all come before the combo, and the combo is just the finisher. So the secret to landing your combos is to get better at the other aspects of the game.
I hope that isn’t too confusing.