I found when doing her HD combo 214A x3, HD cancel, 214B is easier by doing:
[214A, 214A, 214A, 21[4]B~A]xN
This will get the 3 rekkas into 214B and will immediately cancel into the rekkas again with having to doing another 214A for the rekkas
After the 214Ax3, you do 214B and hold 4, and hit A since the 214 from 214B carries over to 214A if you hold 4 and then immediately hit A
I think I see what you're saying here. see this is what wierds me out about this KoF so far... the input reads feel very
precise but the windows in which to input - especially button presses - seem very
open. I've got a couple examples;
I was in training with Saiki, full meters, I input

- mash

. the result? His EX flipkick comes out, and then, with NO additional input, his

comes out as a drive cancel 0_0. a more general example, that drives me NUTS, I see a wiffed DP, and walk in for a punish, starting with a close

, with well, ANYBODY. I hit the

, THEN start buffering a move, and a throw comes out, even though the

input was at or slightly BEFORE the directional input.
I needa see more usages like this Mature combo because it'll really help me use this input leniency to my advantage, rather than keep me fuckin tripping over it as I have been so far.