What you are mentioning in 1. is buffering: ie. the game engine remembers the first QCF for the Hado and only requires one more QCF to register QCF x2 for the SA3.
Sounds like input leniency. I don’t know how lenient the 3rd Strike engine is, SF4 is VERY lenient. This means that instead of →↓:arrow_lower_right: P for Shoryuken you can do ↓:arrow_lower_right: P (Not sure if 3rd Strike requires a clean → at the beginning but from what you described I take it, it doesn’t have to.) The reason it comes out while you are doing all the other weird motions, is that the engine picks up the needed ↓:arrow_lower_right: and ignores the rest. Also, that (charge) you mentioned is not needed at all.
here is someone who worded it a lot better than me in another thread:
All fighting games have a so-called input buffer. What it is is essentially the game remembering the last X frames of inputs that you’ve done. It’s what makes special moves possible. You press a button and the game checks what you pressed in the last few moments, ie. it sees you press forward+punch, and sees down, downforward and forward in the buffer => You get a fireball.
The super comes out because:
qcf+P [game checks, sees qcf in memory] => validates as fireball
qcf+K [game checks again, sees qcf, qcf in memory if you did it fast enough] => validates as SAIII, Ken is still doing fireball but it’s okay to cancel fireball into super => Ken stops the fireball recovery and does the super.