“Modern” ArcSysWorks games have the features you’re looking for. Starting with BlazBlue, they all have excellent training modes which walk you through the universal mechanics, and have trials modes which tell you which inputs you need to put in for combos. Soul Calibur V had similar features (and I played it online and in person a lot!). Soul Calibur 6 dropped the robust training mode and integrated move list and I can say with honesty I never got into the game because I am not the kind of person to invent combos. I don’t get much buyers remorse with video games because it’s my hobby, but whoa I was grumpy about SC6. I feel like I got a bait-and-switch on that one!
Learning combo timing is just… tricky. Figuring out where you’re dropping the combo and just practicing that part is usually the right way to break through, but it’s often easier said than done especially when it’s a jump cancel or air combo (in my experience).
Combo engine philosophies is another reason I have gravitated to Arc games over the last 20 years (OMG I am old) vs. Capcom. Capcom input design is still very link-focused while again, starting with BlazBlue, Arc went more towards chains and canceling multi-hit normals. This was done intentionally at the time to make netplay more functional, but it makes the game more playable at the intermediate levels.
There are also ease-of-execution features baked into Arc engines, such as you can hold down the button and it will effectively repeat the button input for 5 frames. What this means is that you can have a 1F link that effectively becomes a 5F link window because you can hold down the button early to catch the window.
While I don’t know if Guilty Gear Strive is going to continue to have all of this for sure, they sure seem to be implying that the game will with it’s marketing.
Michael and Pat who are much more knowledgeable about fighting games than I am can probably correct some nuances that I got wrong, but basically, Play Guilty Gear… Or Persona 4 Arena: Ultimax