New F-Tohno stuff
236a+b a - This is the input for dash 236a. Since 236a comes out fast and moves forward, this really helps with closing the distance between you and your opponent. Don't use it if they're in range of 236a without dashing though because you can easily get hit out of the dash by them throwing out a poke.
214a 236c - On hit this combos and on block the 236c makes the 214a safe regardless of how you spaced the slide since 236c is +f. Near the corner you can combo off of the 236c with jb jc jb jc airthrow for ~3.2k. Even though you can't combo off of 236c midscreen pushing your opponent to the corner puts them in a weaker position and it's never fun taking big damage because your spacing with 214a was slightly off.
stagger into 6b 9 2[c] - If they didn't mash when you staggered into 6b this does 6b 2[c]. If they did mash this turns into 6b empty jump forward. You can do a late jc as you're falling then jump up and finish the combo. You can practice this by setting the opponent to crouch all guard random defense with low counter.