Hit confirmed combos on standing opponents:
cr.lp, cr.lp, cr.lp xx lk.tatsu, HP SRK
cr.lk, cr.lp, cr.lp xx lk.tatsu, HP SRK
You need to link the last cr.lp and not chain it to be able to cancel the jab into lk. tatsu (http://shoryuken.com/f249/hit-confirming-akuma-230532/)
Hit confirmed combos on crouching opponents:
cr.lp, cr.lp, cr.lp xx ex tatsu
cr.lp, cr.lp, cr.mp xx ex fireball or ex tatsu
Heavy combos for punishing opponents mistakes (i.e blocked SRK or most ultras):
st.hp xx lk.tatsu, HP SRK (that’s close standing fierce into lk tatsu)
st.hp xx fireball FADC st.hp xx lk tatsu, HP SRK
As for jump-in attacks confirmation:
Standing opponents > j.hk, cr.lp, cr.mp (or st.hp) xx lk.tatsu, HP SRK
Crouching opponents > j.hk, cr.lp, cr.mp (or st.hp) xx HP SRK (or ex tatsu/fireball)
You can of course use other jump-in attacks such as crossup j.mk or DF dive kick…etc Also, do not use the close fierce for hit confirming if your jump-in isn’t deep enough, because if you’re far from the opponent, far fierce will comeout instead of close which doesn’t combo, it’s better to use the c.lp or cr.mp at the beginning until you’re comfortable enough with your hit confirms to use the close fierce (I still have some troubles using the close fierce hit confirm and I’ve been trying to use it for a while now…)
You can replace the HP SRK after the lk. tatsu with EX SRK for more damage and stun. Also, you can replace the HP SRK with sweep vs some characters (http://shoryuken.com/f249/light-tatsu-sweep-list-240338/), it gives you less damage but earns you an untechable knockdown (which if used properly with Akuma’s wakeup mixups/vortex, will most probably earn you much more damage overall).
Here’s the frame traps thread, read through the posts there to get an idea about which normals to use while doing block strings: http://shoryuken.com/f249/akumas-frame-traps-234748/