Personally, I also like to remember the fact that he can combo into EX Hien Shippu Kyaku off light attacks. Sure it takes meter, but at least it achieved getting practice for the followup timing and overall comfortability with landing things afterwards.
I feel the Command normal -> Hien almost feels more like a Link, rather than a combo, due to the late connection after the f+B.
I also find it nice that he can land Zanretsuken after the s.C, f+B combo. A suprising amount of vaccum to the move. Really like that close-to body crumple, to start the mixup game once again. Doesn't do bad damage of it's own either, and if you really want to, you can always DC out of it; the scaling from the hits will hurt, but it's a great way to land solid, possibly character-killing damage, that has a bit less "risk" to it.
What makes me sad, overall though, is that I rarely see Takuma's attempt the Hien-combos online, it's always just Ko'ouken spam

I haven't played him too much myself (Though I'm growing to like pairing him up with Chin/Robert), but I often find myself ending up at the wrong side of a cross-up hop D than I predicted, and that generally throws off my charging idea
just enough, lol. But if I land an opponent in a cornered clean hit, I'm going for the D Hien combo, no matter what. A Lot easier to combo out his d+C in this game, that with previous Takuma versions, as well...
In the end, he DOES have a lot of options for combo enders, even before you master this thread's premiere combo. It's a good thing to note, as Desmond and Diavle mention. I'd encourage potential Takuma players to keep the combo in their bag of tricks, but PLEASE learn that he's more than just that one combo, or a fireball cannon. He's a very well-rounded character.