Tremor's design has always revolved around abusing f+1,2,1 and punishing low pokes. The strategy was simple pre-patch. In Crystalline, you used to take advantage of the armor on EX low stone shatter in order to blow through low pokes. With the armor removed, you have to use a wide variety of strategies. I personally enjoy the design, which kind of reminds me of Steve's in Tekken. Both characters have phenomenal high attacks, yet they can easily be low-profiled so you have to find counter attacks.
If you still use Crystalline, which you should not because Aftershock and Metallic seem to be superior at the moment, f+1,2,1 xx delayed stone shatter trades with low pokes in your favor and leaves your opponent standing for a guaranteed f+1,2,1 follow-up. Your opponent will then resort to blocking, in which case you start doing f+1,2,1 xx stone shatter cancel into throw. Aftershock has the ability to jump back and punish low pokes with EX aerial quake for 30% of damage up close. Metallic has a more difficult time, but Lava stance rewards you with lots of damage and a reset if you make the appropriate read. Universally speaking, nothing is wrong with blocking low pokes as all of them are disadvantageous. You block them and start your own offense.
Again, I think the design is acceptable, but Crystalline was screwed in this version of the game because of the universal changes to armor attacks.