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Also don't worry too much about the trials, they're mostly for show.
Drive cancels go: Special=>Special/Super, Super=>Neomax. And yeah, just input whatever you want to cancel into while the move you want to cancel from is executing.
There are windows for that, though, some are wide as a barn door, some less so. Some early, some really late, like King's Trap Shot => Tornado Kick has to be done near the end of the move, and so on. Though the button hold trick grants a lot of leniency, it's still only 7-8 frames or so.
Also, after a couple the trials just become masochistic bs that's there to display the character's capabilities and just test your execution - the combos are typically both inconvenient and use meter inefficiently.
The Quick Combo Reference cards on Dream Cancel Wiki ( http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIII#Characters ) are the kind of stuff that should be practiced - they're actually useful in a real match.
http://www.youtube.com/playlist?list=PLA4685202900CD371
If you're having trouble chaining things fast enough you can also combine inputs, for example qcb+k, hcb+f+p for Daimon can just get shortened into hcb+k, f+p which is way easier.
I'm a super avid SF player, and was hoping to get into this, too, but ♥♥♥♥♥♥♥♥♥ I really suck.