Sorry for being postless and not updating the forums with new Tao information. Long story short, I'm working my butt off and focused most of my attention to building my local tournament scene.
TAUNT LOOP 101
I will leave you all with this tidbit; spacing is everything. The execution requirement is no different than Tao's CT taunt loops. But, be warned, the taunt loop timing varies for each character (at least during the first few loops). This is where you will need to make the transition from CT to CS Tao. In virtue of frame data, her command normals are the same, but some characters are more floaty while others are, simply, promiscuously huge. Therefore, the key to nailing taunt loops - apart from execution - is knowing how well you can space your drives to hit your opponent. For example,
5b -> 6a -> JC -> 2d~b -> taunt -> 214d
Let's assume that your execution is 100% solid. If your combo becomes invalid or you wiff, then there's only one answer; incorrect spacing. There are four likely places that you are dropping your combo:
1) JC - Jump Cancel; the first problem that you may have is that you are either (1) jumping too high (2) jumping too low or (3) misjudge your jump timing. For the sake of argument, let's assume that your input timing is right on.
a) Jumping Too High; if you jump too high, then you might delay your following drive input. What I mean to say is, "When you jump too high, you run the risk of lingering in the air too long. Be concise and direct. Use your best judgement and find out how high you need to be to, safely, hit confirm."
b) Jumping Too Low; if you jump too low, then your drive will wiff entirely. Once again, use your best judgment and find out how you can hit confirm the drive.
c) Input Timing; practice makes perfect.
2) 2d~b; there are a few situations that can happen when you drop your taunt combo: (1) the drive will become invalid, (2) the drive will push your opponent too high or (3) it'll wiff or (4) the B cancel won't come out. Once again, let's assume that you have solid execution.
a) Invalid Drive; when your drive goes invalid, then that means you have not hit confirmed your drive attack. Make sure you hit confirm and then press the B cancel.
b) Opponent Fly Sky High; this just means you're rushing your drive inputs. Take it easy and lay off the mashing.
c) Wiff; Wiffing your drive input means that your execution needs work. Practice makes perfect.
d) No B Cancel; Missing your B cancel means that your execution needs work. Practice makes perfect.
3) Taunt; the only way you will miss your taunt loop is NOT TAUNTING. If your taunt doesn't come out, then your execution needs work. But if you follow up a taunt from 6c, then you need to consider WHEN to input the taunt. If you do it too soon, as they bounce back, then you'll push them up too high to follow up the loop. If you do it too late, then they will recover.
4) 214d; apart from the drive attack, this is the most critical part to space a successful taunt loop. It can be the most easiest or painstakingly difficult input. Either way, the best tip is to practice your input timing. Apart from that, here's the things that can go wrong with this input:
a) Staying in the Air; I can bet a $100 dollars that the reason why most Japanese players drop the taunt loop is cause they linger in the air for too long or too little...or incorrectly input the 214d. Tao needs to be, slightly, above their opponent so they can hit confirm their drive. But if they stay there too long, then their opponent will recover or the combo will blackbeat.
That's all I could think up right now. I realized that taunt loop is a big concern for the Tao community, therefore, I will make an elaborate Taunt Loop section for everybody.