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The fourth input is what's referred to as a "jump-cancel." It's what allows a lot of the zanier things in fighting games, for moves that have jump-cancellable properties on hit or block (in TFH's case it's only on hit across the cast, IIRC). You actually already do jump-cancels normally in most combos using launchers/3C, as they and 6A are both universally jump-cancellable moves.
In the case of Velvet Master 02, the goal is to buffer a jump command (it can be 7, 8, or 9 to get the same outcome but the trial wants 7) right around the time of the hitstop (the pause just before hitstun begins) of the 3C, then execute a Shatter B/214B before Velvet leaves her grounded frames for a jump. Normally, Shatter B is a combo ender for Velvet that's hard for her to combo after without super, but in this case the combined juggle height/JD value/corner proximity allows her to get either a 5A or 2A and continue the combo.
One way of getting this command to come out smoothly is to do what's called a "longcut," where you add an extra direction or two to maintain a smooth "rotation" through the necessary directions. In my case, I often tend to do either 876214B or 76214B as it feels more natural on a d-pad. Longcuts are practically required for certain difficult combos in order to establish what's known as "input priority," preventing rapidly-inputted directions from clashing into incorrect specials (such as during Velvet's notoriously-hard icicle loop combos).
You can also get the same result by performing what's known as a "TK" ("Tiger Knee") Shatter B by executing 2147B rather than 7214B/8/214B, though I find this to be more cumbersome executionally as the jump is buffered later rather than earlier. TKs (usually referring to a 2367 directional input along with a button) are EXTREMELY critical for Velvet's advanced icicle gameplay, however.