If the kick before tenku is guarded, tenku P and tenku K can be SS ,and crouch attack will counter hit tenku K and tenku T.
Tenku T is -1 disadvantage if it whiffs.
Her almost only combo choice after 44K is 4P,because 4K leave the opponent too far to hit and P after 44K is usually not far enough in most situations.
High speed characters like kasumi,christie,genfu will screw her in close range,she has to use 2P or P after defending.
After 1.04,if she wants to play stun game in close range, she has to use 6PP or PP4P or 4P in most circumstances.Because 6K/PPK/6PK in counter hit or in stun no longer creates/keeps the stun.And 3P is linear and not fast enough.
6PP will not cause stun in normal hit and it will cause huge disadvantage if guarded then Christie has to JAK or delay the remaining 6PPPP,which means you can either interrupt or low throw,similar as 3PP.
3P+K PP after 3P+K T can be interrupted by the fastest 11F mid punch.
If she does 2P,she has to finish 2PP in order to get the stun.Hold it .
2HK P/2HK T can be defended/avoided just pressing the down button after getting hit by 2HK.After that she can be punished.
7K can be interruped by P in close range.
After 4K2K ,there is a fixed mid-punch before high-low mixups.