enhanced input has no built in multi input combos, the combo trigger node is single key chains only. a tiny input buffer solves it, and it is maybe 30 nodes of blueprint:
an enum for your inputs (D, E, F), and a struct pairing enum with timestamp. on each input pressed, append it to a buffer array on the player controller.
define chains as data: an array of combos, each holding the sequence of enums plus which montage segment to play. D D D maps to A1 A2 A3, D D E maps to its own chain, and so on.
matching: after each new input, compare the buffer tail against each combo sequence. if the tail still matches the prefix of at least one combo, stay in that context, if it exactly completes a combo, play its montage.
windows: use anim notify states on the montages. notify begin opens the input window for the next chain step, notify end closes it. only accept the next buffered input while a window is open, otherwise simple mashing would fire chains instantly.
cleanup: drop buffer entries older than a second or two, and clear on mismatch, so stale presses never fire a combo two attacks later.
the buffer approach also gives you buffered inputs during recovery frames for free, which is what makes action combos feel responsive.
Easiiest option would be to make an int var on character called ComboCounter or some such, with a default value of 1. Then on input action events for attacks A/B/C, call play montage, and on the montage to play pin, drag off a wire and make a select node. Plug ComboCounter var into the wildcard or index pin of new select. Then just pick the anims in the select dropdowns, adding pins as needed if it only gave a pin 1 when you made it. Then after montage node make a set ComboCounter node, drag off the input of that, and make a select Int node. For that, plug the bool return of a > node into the bottom pin of select int (which should be bool but might be wildcard, depending on engine version). For greater than node itself, plug ComboCounter + 1 into top pin and enter 3 in bottom pin. In select put 1 in true and ComboCounter +1 in false.