Thanks for taking the time for the explanations, it really helps. Indeed it seems I need to do the Shoryuken motion immediately after hitting the first LP so that I can finish the Shoryuken by pressing LP again before the narrow few frame window closes. I did not realize such accuracy was within the bounds of human perception and hand coordination, so I was stunned to notice I could do it quite a few times, even if not consistently yet.
What a great learning challenge. I'll start to put a few hours a day to training mode and start to sharpen my skills. Guide sounds good if it introduces the very basics - wonder if I can get a digital version for ipad.
BTW - learned I can do Shoryuken by pressing down-fwd twice then LP, instead of the Z movement. It's still not easy though for me yet to time it after the LP
That is not really narrow window though. It is pretty simple in grand scheme of things been around since the early fighters. It just takes time and knowledge to improve. So don't feel down everyone went through it be it if SF2 was their first fighter they took seriously (ie actually playing comp and learning to improve and build muscle memory for advance shit) or SF4.
This is why for real true 1 frame heavy combos people get pissed off with laggy displays.
Anyhow, long way to say, I enjoy what SFxT is trying to do, but I'm running into the same barriers as always. I understand the basics, but learning the timings and distancings and executions for everything gets to be a bit much.
Turn on the easy input / cancel gems. Play that way. If you are hitting walls so early in fighters and don't want (or can) put in as much effort or time.
Learning these things are some of the most fun one can have with fighters and what sets them apart from other genre of games which are really not even close to as demanding.