Well I'm not a Tsung master, but if there's something I really wanna do that's keeping them in the corner. Those corner combos are sick, meterless and leave you in a nice position to keep on the pressure (and build some meter).
Tsung can't zone unzoneable characters like raiden(no1 can), but all that works for me on these kind of characters (and basically everyone) is approach to my enemy and if near go with low pokes or d3,d4, then go 2,2,1 close (they usually block) mid ground skull and when they block restart with either f4,3,4 (that's what alex and detroit ballin usually go for). Instead of f4,3,4 you can go with f3,4 or b1,2,1,3. When blocked, always go for ground skull (sometimes it'll hit, but if it doesn't it still builds meter, so..). I guess I don't have to tell you that if your strings hit you should full combo them, with the ender of your choice.
If they decide to stay away, you have the right to use fireballs, ground skull and up skulls to your choice. If you zone with regular fireballs and your oponent likes to jump, go with a ground skull next time and continue the combo. If he likes to jump and get close, try with up skull (has a good tracking) or up skull(in front). If he decides to stay away always and blocks everything, he's an idiot and will soon realize you're building meter and that he's eatin too much chip damage, which will lead him to get closer.
All in all, you have to learn shang's combos (fullscreen, midscreen, close to corner and corner) and see what's best for you. If you don't like morphin (or can't) you can end with an upskull to keep them positiooned where you want them to be. Those upskulls are a great tool. So yeah, go get those combos inputs and practice practice practice in the lab. Learn all of shang strings since they're all useful (at least in my eyes) and great for mixup.
Cheers.