Breaking your post up into paragraphs will probably help get more replies. Otherwise people will skip over it. As for combos, there are three primary factors to consider: 1) Damage 2) Corner carry 3) Meter gain Certain combos are better suited to maximize a particular one, and weighing when the right time to use them is part of being a good player. But generally just going for damage is fine. You don't need to spend meter to extend a combo or tack on more damage with a super unless it will do enough damage to be worth it. Also you have a misconception about the high risk / high reward aspect. Against good players, you will rarely land a random super or extremely risky move without it being a huge punish. Combos off stuff like jabs are much better because you can reliably use them. What's better? A big combo you'll get killed trying to land, or a less damaging combo that you can hit with over and over again? Your meter also doesn't have to be used on supers; it can be used on rapid canceling too. That lets you cancel out of a move immediately (kind of like FDAC) and extend your combo.