I have no idea what convention you’re using. You need a jump in combo? The strongest one without super meter is:
-j.HP, close s.HK xx dp+HP.
Do that when the opponent is dizzy.
Opponent knocked down:
-cross up j.MK, d.LK, d.LP, s.LK xx dp+HP
Something safe and guaranteed whether opponent blocks or not:
-any jump in, close s.HP or close s.HK xx qcf+MP
-d.MP hits low too. It’s a very useful move you can cancel stuff from on the ground. d.MP xx qcb+HK for example. The hard hurricane kick gives +3 advantage. Mix up throw and walk up d.LK xx combo equally.
-d.LP gives you +7 frame advantage. Can link close s.HP, d.MP, or d.LK xx combo after. Delay the timing a little too every now and then to set up counter hits.
-Sakura’s good in all grooves. With C and A being the most newbie friendly.
-Press far s.HK and throw alot.
That should get you started with Sak. Good luck and have fun.