Couple quick things about the Tanya nerfs.
Her big combos in Naginata have taken about a 3% reduction. Smaller combos are the same or 1% less.
I can NjP her teleport on reaction regardless of the timing. I was always able to do this, but before the nerf, I had to actually wait for her to come out of it, now I can just NjP basically whenever I want and I'll get a full combo.
If I fail to react to the teleport, and I end up blocking a NjP, or a Ji2, I get free pressure on her because she is negative when she lands. So her reward for successfully jumping in on you is that you get to pressure her. Pretty much the exact opposite of how jump-ins work in every fighting game ever made
If I guess WRONG on her wakeup that she will armor, and she does EX teleport instead to get out of the corner, I can run and punish her for 38% because of the new landing frames. So my reward for guessing WRONG is a 38% combo and she is still in the corner.