Some combos may be difficult to perform since certain instances require a player to quickly cancel into an intricate DM motion. An easy way to remedy this problem is to break down the DM motion and incorporate parts of it into preceding attacks so that part of the DM is buffered so that the remaining inputs can quickly be performed. Truthfully, buffering plays less of an important role in KOFXIII than it did in previous KOF games since the more lenient combo and input systems no longer demand as precise DM inputs in order to deal decent damage, but there are still examples where this technique is relevant.
Leona can cancel her ( + ) into her V-slasher DM ( + ) as her BnB. It's somewhat difficult to quickly input the DM during her command normal, but there's a way to circumvent this input. By doing cr.B st.B qcf+B hcb+P the first motion will be buffered and once the command normal hits, the player will only need to perform + to get the cancel. In numerical notation, this is displayed as 2B 5B 236B 63214P.
It's also possible to buffer DMs without using command normals. Saiki can cancel his cr.B into Yami Otoshi DM ( + ) in order to gain a little more damage from a midscreen hitconfirm. To get the cancel most consistently, players can buffer it as + > + > + or rather as 2B 362B 36K.
Drive Cancel Buffers
Unless a player is in Hyper Drive Mode, then it's not possible to perform a Drive Cancel on block. This means certain specials can be used and then the player can buffer another special during it and should it hit, the Drive Cancel will automatically come out. A popular choice for this tactic is to blockstring into Claw Iori's ( + ) and then input ( + ) so that he'll go into his command grab should the opponent get hit.
Super Cancels can be buffered, but they'll always come out on block so they're not as safe, especially if the buffered DM is unsafe on block. One extremely specific instance where it'd be possible to avoid this is from a psychic DP setup, so K' could counterpoke Billy Kane's stick from far away and buffer into his ( + ) DM which would combo. If K' didn't hit coutnerpoke the opponent but he was too far away to be blocked, then he'll just whiff his DP while not wasting meter.
Buffering During a Running Animation
Auto-correcting refers to inputting a special move in one direction and then having the game automatically cause the special to come out backwards should the opponent cross up the player. If an opponent is going for a telegraphed cross up, then the defending player might be able to input ( ~ ) and by delaying the button press long enough so that the opponent crosses up, the defender's character might do their DP backwards and hit the opponent out of their cross up attempt.
An easier alternative is to manually correct specials by inputting the command backwards as if the opponent has already crossed you up. By buffering a command backwards, it's possible to always get an auto-corrected special just so long as the opponent does actually cross you up. Should you guess incorrectly or make a miscalculation with this method, your character may perform the wrong special or stick out a normal attack.
As an example, a Benimaru player might be looking out for a cross up j.D after being thrown by Mr. Karate and decide to go for a Rolling Thunder ( + ) DM to anti-air. In expectation, the Benimaru player manually corrects the DM and inputs it as ( + ). As it so happens, Mr. Karate lands in front of Benimaru and his buffered input results in him using his slow, unsafe Raikouken DM ( + ) which will lose to Mr. Karate's j.D and probably lead into a combo.