Sorry for the confusion
@EntropicByDesign, the post about hard combos was referring to Guile, not that Akuma's are easy by any means, but Guile definitely seems like his really good ones are well beyond my execution level.
About your post though, I prefer the DP after LK Tatsu. I agree with all of your points, but I like the extra little damage, but that's me.
I like your second combo a lot, but I'm still having a hard time cancelling the V-Skill + Kick into Demon Flip... it's not so much the timing, but rather the execution itself, but I'll get it.
I use Cr. MP into St. MK a lot for hit confirms, but also Cr. HP into St. MP if the HP doesn't CC, but if it does then I try to go with St. MK... Still working on it though.
Two St. LP's, or Cr. LK into Cr. LP are good too. That is good to know about the Tatsu whiffing if the they're crouching. That's only a concern with the light confirms, but I hadn't thought of that.
I find if I have two normals in my hit confirming, then I have more time to determine if the first hit was blocked, and if not, then I go into Tatsu, or whatever.
That's good to know about B+HP in red fireball too. I didn't know of that one.
I'm still early in training Akuma (I was a Cammy main until about a week ago) so I haven't really gone into corner specific combos yet, and I dont think I've incorporated B+HP into my strategy at all yet.
Hopefully in the next week or so, I'll start expanding my vocabulary. Right now, I just need to get my basics down. I watched 4 replays from loses in Ranked today and took notes... Yeah, 25 pretty bad tendencies that I need to correct, LOL, so I want to try and widdle that stuff away before getting into the more technical stuff.