I've made a complicated input system before.
The basic idea, at least behind how I did it, is that you record inputs (e.g. in a queue) and every X seconds, read those inputs and have an action occur because of it.
The input window should probably be around .10-.15, if it's too small then what happens is, let's say you need to press A and B at the same time, or Down on a control stick and the X button at the same time, if they aren't on the EXACT same frame and you just do a check, it won't work.
If you do stuff like wait commands, it can get a bit messy when people press multiple buttons at once, among other scenarios... maybe it can work but I don't think I even tried, I couldn't really imagine how it would.
For reading inputs, you probably need to differentiate between directions and buttons. So you don't just want to say "what was the last button pressed", but more like, "what were the last 3/4 directional inputs, and the last 2/3 button inputs, and in what order".
That way you can see, okay, they did down, down-right, and right, in that order, this is a quarter-circle forward, and then they pressed B and A, well A was the last input so we take that one. Or maybe you want them to press two buttons at once, so you can read that, or maybe you only take their first input. There are lots of different possibilities.
Rather than a wait command, I would start a Timer whenever an input is received (again, for maybe .10 seconds, it means there is a small delay on the inputs but it's almost unnoticeable and even professional games can have small delays like these), and then once the timer is done, you read the inputs.
Another thing is that, instead of doing:
"on press A, do this"
"on press left and A, do this"
"on press right and A, do this"
"on press B, do this"
"on press left and B, do this"
"on press right and B, do this"
you now have
"on press A, record A"
"on press B, record B"
"on press left, record left"
"on press right, record right"
Read/execute input one time.
You see how I reduced 6 checks (redundant left/right input checks) to just 4? And the more you have the more the reductions add up. Then you only need to check for each button input once, and you just have an I/O-like system to do things based on the inputs.
Coding it can be a bit difficult but it's part of game development/programming in general (C2 might not be script-based but programming knowledge is still extremely useful, if not basically required IMO, at least for more complicated things), action/fighting games can be especially hard in this sense, so yeah. Good luck if you choose to try it.
So this will be harder than what we had thought xD