Sorry for being a little late, things came up but I've finished what could be a beginning for everyone's who are looking to start playing Tao. (?)
I have learned that Arakune is a pain to combo but the rest are fine, also find this iteration of Tao the hardest one in terms of execution.
For Arakune you want to shorten your combo after 236cc and instantly go for j236b(5). His wallstick animation is horrible for us so you need to wallstick him as close to the ground as possible in order for 6c to connect. Thankfully we can loop him very easily atleast.
For midscreen I use taunt route to get my KD. (You kinda have to)
Her damage mostly come from 2c punishes, on crouchers she generelly get ~3.2k
On standing we take advantage of her loop and the options she receives with fuzzy/highlow/leftright
Her OD is the truest of round steal with 236[C] loop.
Anyway to the combo section, these combos I've crafted are solely based on getting KD + OKI.
Crouching:
2b starter
mid to corner/corner 2b 5b 5c 2c 6c 236cc j.4d© 66j.2d(b) 6a j.236b(5) 6c 6d(b) 3c 3130 dmg
Corner Arakune route: 2b 5b 3c OTG 2b 6a 6c 236cc j236b 6c 6d(b) 3c (What's important in this route is that you need to delay 236c a little so hold it down slightly before you let go. It's a good habit to learn so try using it on everyone so Arakune won't be a hassle when you do fight him.)
6a AA:
Mid to corner 6a jc j235b(2) j.d(6) j.4d© 66j.b(2) 236b(2) j2d(b) 5c j236b(5) 6c 6d(b) 3c 3212dmg (On CH you can skip j.c to j236b after 6a. It will get you more damage by going 6a > j.d instead)
Corner Side switch: 6a j236b(1) j.d(6) j4d© 66jb(2) j236b(2) j.2d(b) 5c j236b 6c 6d(b) 3c 3055 dmg (On CH you can skip j236b(1) and go j.d if positioned well you delay j4d to get the side switch and more damage)
Punish 2c CH
mid into corner 2c 6[C] 236[CC] j.d(6) j4d© 66j.2d(b) 6a j236b(5) 6c 6d(b) 3c 5012dmg / 3c(2) 236236d 5823 dmg
if you wont reach corner use this or take side switch route. OR IF ARAKUNE. 2c 6[C] 236[C](2) j.d(6) j4d© 66j.2d(b) TAUNT(1) 236c(1) 3624 dmg
Corner: 2c 6[C] 236cc j.d(6) j4d© 66j.2d(b) 6a j236b(5) 6c 6d(b) 3c 4658dmg / 3c(2) 236236d 5477 dmg 2c 6[C] CT 6c 236cc j.d(6) j236b(5) 6c 6d(b) 3c 5389dmg / 3c(2) 236236d 6235 dmg
Tao loops: 2b 5b j.a j.b(2) jc: Relius, Amane, Hakumen, Jin, Rachel, Valk, Arakune, Tager, Bang, Litchi, Noel 2b 5b j.a j.b(1) jc: v13, lambda, Izayoi, Carl, Terumi, Azrael, Ragna, Haz, m12, Makoto, Tsubaki 2b 5b 5c jb(2) jc: Celica
2b 5b 5c jb(1) j.a j.b(1)
Kagura, Koko, Bullet - These characters are living hell to loop but I managed to find a way lol. You need to delay rising j.b and falling j.a and this timing is very very VERY tight so I wouldn't recommend going for this loop in an actual match.
Rip loop: Plat
I think from this you should get the general idea of how her combos work, but if there's anything specific please let me know.
I'm not that active on DL but you can easily reach me at @HiariFfs ~Twitter