To follow up the 46p discussion earlier: this is in fact the good shit. Good spacing gives you a great deal of frame advantage to work with, and on hit you basically can just run up on the opponent. If they don't tech, free ground throw. If they do tech, they face the exciting choice of 6f+k or shining wizard, either of which nets you 50 damage or so if they guess wrong. You can also use the running p+k butt attack; at worst, this is -2, and can be even if you space it properly. Probably not usually worth it but another option, since running p and running k are both basically terrible.
66f+p is great after blocked 7k, it looks like. 44p looks to be choice against fast jab characters since it evades high, but against everybody else 46p is probably the go to striking option. Maybe 4+6fp or 6f+k as mixup options.
Also, there's an interesting okizeme game going on after virtually all of Tina's throws; basically, 2p elbow drop will beat a rising attack, but it's very risky vs. someone who just mashes out 4p to back up since they end up at something like +30. On the other hand, mashing p to get up will give you +10 vs. the ground throw but will eat the elbow drop. Ground throw is generally safe if they 4p, especially after 4f+p and 44f+pf+p, and to a lesser extent 41236f+p since those give you some frame advantage. I'm not quite sure how to exploit this yet (obviously if they mash rising attack those are holdable on reaction) but if they're not on point recovering from the throw the ground throw should come off ok. You can punish getting up in place with an elbow drop but you are screwed if they escape