Every complex combo is a compilation of much smaller combos with small filler in between. I think the source of the issue is that you don't fully understand the character's core mechanics due to lack of experience. It's important that you understand WHY a combo works instead of that it simply does. Combo A works only because of the large hitstun on move X for example, which allows me time for a follow up. Understand how the character links. If [X] means I can [Y] and [Y] means I can [Z], then X>Y>Z is a combo, in pretty much every case. An example of this is is Tsubaki's 22D, which causes wallbounce on hit. Wallbounce means 6CC. 6CC allows for a jumping C, jumping C allows for 236A>214C.
Instead of looking at a combo as either "simple" or "complicated", I think it's important to identify what links you cannot execute and understand why. It may be that you misjudged a cancel that can come much sooner, or that a different directional jump is required.
Saying "this is hard" doesn't help you. Understanding "I can't perform this" is easy to fix.