Combo theory with Tatsuya is rather easy as all his combos generally follow the same flow, utilizing his 236X special to gain a meterless knockdown or set them up for an air combo with 214AB. For damage squeezing in long combos, you want to try and use 214AB as much as possible because it has a good minimum scaling. J.214AB deals more damage than 236AB so you want to try and use this as you main air-ground tool. Generally speaking, 236AB is not used in combos unless necessary. 5AB also has horrible scaling so use 2AB or 236X>C where possible.
2AA 5B 5C 236A > B
simple meterless knockdown
Can use 5AB to otg and end up beside the opponent.
5A 5B j.B j.C 5A 5B 5C 236A~B
jump loop that gives more damage
Only works on standing opponents.
4AB~X j.A j.B j.C dj.A dj.B dj.C land
lets you get a relatively safe assist call while your opponent is recovering in the air
4AB~X j.B j.C dj.B dj.C j.236A~C
side swaps.
j.236A can whiff depending on spacing
4AB~X j.A j.B j.C dj.B dj.C j.214C
most damage from 4AB and resets neutral
5B (anti-air) j.B j.C dj.C j.214C
basic anti-air confirm
j.A (air to air) j.C dj.B dj.C j.214C
basic air to air confirm
5A 5B j.B j.C 5A 5B 5C 236A > C 214AB jc Power Blast
basic power blast combo
5A 5B (j.B j.C 5A 5B) 5C 236A > C 214AB jc j.C 214A
basic bnb that ends with neutral.
5A 5B (j.B j.C 5A 5B) 5C 236A > C 214AB jc j.C J.236A~C
basic bnb that ends with side switch.
timing of j.236A can be tricky depending on positioning
5A 5B 5C 236A > C 214AB jc delay j.C land j.A j.B (dj.B) dj.C j.214B
optimal bnb without jump loop but timing of the rejump can be tricky. Video Example
5A 5B (j.B j.C 5A 5B) 5C 236A > C 214AB jc j.B j.C land
allows you to call assist meterless while opponent is still recovering
4AB~X j.A j.B j.C dj.B dj.C j.214C(1) j.214AB
most consistent 4AB route to do most damage while getting a hard knockdown
5B (anti-air) 236A>C 236AB
confirm into hard knockdown
5B (anti-air) j.B j.C dj.C j.214C
hard knockdown confirm that leaves you farther away
j.A (air to air) j.B j.C land 2AB 214AB j.C j.236A~C
air to air that leaves you full screen.
5A 5B (j.B j.C 5A 5B_ 5C 236A > C 214AB jc j.C j.214B(1) j.214AB
basic ground-air-ground bnb that ends in hard knockdown
Use j.214C if jump loop was not done
5A 5B 5C 236A > C 214AB jc j.C j.236A~C 236AB
not practical but ends where you started with opponent beside you and hard knockdown.
236AB ender requires timing and low combo hitstun.
4AB~X 41236BC
most damage off 4AB
only useful for a kill
5A 5B (j.B j.C 5A 5B) 5C 236A > C 214AB 41236BC
decent damage for 3 bar climax combo
4AB~X j.A j.B j.C dj.B dj.C j.214C(1) j.214AB 41236BC
climax has a tendency to whiff if inputted too soon.
4AB~X j.B j.C dj.B dj.C j.236A~C j.236AB 41236BC
decent damage and climax less likely to whiff.
5A 5B (j.B j.C 5A 5B) 5C 236A~C 214AB jc j.C j.214A(1) j.214AB 41236BC
most common bnb that ends in climax.
5A 5B (j.B j.C 5A) 5C 236A > C 214AB jc j.C j.236A j.214AB 41236BC
slightly more damage than above but j236A can be finicky and whiff if your timing and spacing of "236A > C 214AB jc j.C" differs
4AB~X 214AB j.B j.214C(1) j.214AB 41236BC
slightly more damage than 3 bar variant
4AB~X 214AB j.C j.236A>C j.236AB 41236BC
slightly more damage than 3 bar variant
5A 5B 5C 236A~C 214AB jc j.C j.214C j.236AB
kinda swag and ends in hard knockdown.
5A 5B 2B 2C 5C j.B j.C dj.B dj.C 214C
simple meterless combo while in trump
5A 5B 5C j.B j.C 5B 2B 2C 5C j.B j.C dj.C 214A
simple meterless combo while in trump that will side switch (j.C crosses up)
5A 5B j.B j.C 5A 5B 5C 236A 5AC dash 2A 2B 2C 5C j.A j.B dj.B dj.C 214A
midscreen to corner combo that gives hard knockdown and leaves a space for an ambiguous cross up. Video Example.
2A 5B 2C 5C j.B j.C dj.B dj.C 214C
in corner this leaves a gap for ambiguous cross up.
Video example above
Throw 5AC 66 2C 5C 2AB 214AB j.C j.236A j.214AB 5ABC 236B~C 214AB j.C j.214AB 41236BC
optimal damage off a throw for 5 bars and blast (5296 damage). Video Example.
Throw 5AC 214AB 7 j.214AB 5ABC 214AB j.214AB 41236BC
100% burst safe combo (4471 damage)
236A~C 5AC 2AB 214AB j.C j.236A j.214AB 5ABC 66 2C 236A~C 214AB j.C j.214AB 41236BC
max damage off a stray 236X (5976 damage)
5C 236A 5AC 214C 5A 2C 5C 2AB 214AC jc j.C j.236A j.214AB 5ABC 66 2C 236A~C 214AB j.214AB 41236BC
optimal solo combo using 5bars trump and blast (6403 damage)
Omit 214C 5A if you are confirming 5C far away and replace with dash up 2C.
"66 2C 236A~C" can be replaced with "66 2AB" if you are mistiming for 27 less damage.
j.214C 5ABC j214A(w) microdash 5C 2AB 214AB j.C j.236A j.214AB 5AC dash 2AB 214AB 41236BC
Confirm from stray divekick that requires at least 4 bars at the start (5710 damage)
Requires Enhanced Combo Blast to confirm. If using another blast type blast after j.214C(1) but you lose close to 600 damage
j.214C 5ABC j214A(w) 214C j.C j.236A j.214AB 5AC dash 2AB 214AB j.C j.236A j.214AB 41236BC
Harder confirm than above to do a bit more damage (5948 damage)
Requires Enhanced Combo Blast to confirm. If using another blast type blast after j.214C(1)
5A 2A 2B 2C 2AAA
Optimal OTG while in trump