Here's a couple of very very situational and somewhat strict timing combos I've started to use online when possible. I've finished a few matches using them. They are situational because they use 100 meter.
I don't think they have been posted or shown in a video yet, sorry if it's old news. I thought I would be able to record them by now but haven't decided on what equipment to pick up.
1. 5b -> 6a x1 -> JC -> j.5d~b -> Taunt -> 236236b -> Taunt(2 hits) 236c -> 236236d (4.2k-4.4 damage) (6.3k-6.7 on Bursted opponent)
2. [More stable close to the corner] 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236236b -> Taunt(2 hits) 236c -> 236236d (4.6k-4.8 damage) (7.1k-7.4 on Bursted opponent)
3. [On Tager] close 6c -> 4d~b -> Taunt -> 236236b -> Taunt(2 hits) 236c -> 236236d (5.1k-5.4 damage after a CH 5c)
The damage changes depend on how close you end the combo to the corner. Closer to the corner, more damage it does. Landing the Taunt after ABT is easier in/near the corner. You will also have a few seconds left in ABT mode after the combo.
I think I've been able to land them because people expect Tao's combos to take to the air for the "long" drive loop part. I finished off a couple of opponents that still had burst remaining using combo #1. I landed #2 on an over confindent Nu that bursted early, insane damage.