Go to lab and start a combo doing a special move. Eg, QCF + HP, HP, QCB + HK. There you have a combo with Sadira. It has opener /the very special move you used), it has “the middle” using the heavies autodoubles that make it a combo (if not is opener ender sequence which you can always break with heavies) and the the ender to cash out the potential damage from your last hits to guarantee your overall damage.
Imagine it like a sandwich, you have there the bread, the middle (meat or whatever you like) and the bread in the top. Then this is the important thing: in the middle you can put linkers, autodoubles, manuals and shadows.
With this in mind you have first to practice your character’s normals and special moves. Once you have this you can start using a special move to confirm the opener for the combo and anything else and finish it with the enders. I suggest you check the openers and enders and try experimenting in the middle.
In order to extend the original combo I wrote take this for instance:
QCF+ HP, HP, QCF+MP, LP, QCB+ HK
Or use a shadow in the middle
QCF+HP, QCF + PP (shadow), MK, QCB + MK, QCB+KK (shadow ender, more damage).
I would like a Sadira player to confirm the combos but I’m pretty sure they work.
key: QCF (quarter circle foward or foward U) , QCB (quarter circle back), L, M, H (light, medium, heavy), P or K (punches or kicks). PP or KK (two punches or kicks at the same time).