So I only watched one match but in general I can tell you're jumping too much. You've strayed from Takeda's set play before you were forced to and that's a certificate of death for the poor guy. Had you jumped into an air tele to catch her jumps that'd be one thing but keep this MU on the ground.
Wait on her to make mistakes. Your strategy should be to harass her with b2~kunai (overhead, low) b21 ~kunai (OH, OH, Low) and b21 2+4 (OH, OH, OH)
Mix those up and keep her guessing. Eventually she'll try to armor through your kunai. Trust me you WANT that! Stick to your guns until the first time you get knocked on your ass by an armored move. Your guns are good no need to get in close when she's got faster normals. Harass her with whip kunai mix ups until she commits the meter to an armored special. Instead of finishing your pressure with kunai now you want to cancel into db3~dd (quick phase cancel) You'll stop your teleport animation and you'll be able to block. This is where things slow down for you and you'll be able to get your damage. I noticed you would cancel into the spear on block and that is horrible negative and will lose you more matches than you'll be able to count. I had to break that habit myself. If you catch them slipping nice! For the most part though you are a punish character. What I mean by that is slow down. Up your defense and put the opponent in situations where their options are limited and unsafe.
The two specials Tanya will be using to break your kunai consist of a EX split kick(OH) and EX drill kick (Low). Keep in mind that that is at whip range. She can use EX tele towards if you're close enough. The two important ones are the first two I mentioned. Yes it's a 50/50 (OH, Low guess) but I believe you should block low first then let go of the down button. I believe that's called a fuzzy guard but I'm not 100% on terms. The low comes out faster and ends ups being the most damaging because it is comboable into resets and such. DON'T let that one hit. Now once you block them they can kiss some health goodbye cuz we hit hard!
Both of those specials are over -25 on block so I reccomend punishing with f21 ~EX fist flurry combo starter.
To recap, in the sequence of events you either took her health from her using 50/50 mix ups that left her standing or knocked her down, or built meter because she was blocking. You'll use that meter for reversals of your own and combo extensions.
You predicted she would armor through your kunai so you did a teleport cancel or since you knocked her down with the OH, OH, OH, you predicted she would wake up and you blocked Low (EX drill kick) THEN the OH (EX double split kick) by fuzzy guarding in order to block both possible specials. Tanya found herself extremely negative at -25 or more and got hit with a 37%-51% combo and she'll rethinking waking up or armor specials. She's completely on the defensive now when you get back to harassing her with whip and kunai pressure.
This is your gameplan when you're at 65% of the screen with MOST opponents. Harass the opponent with oh low mix ups until they decide to armor out. Block the move after the tele cancel and punish accordingly. PRACTICE THIS FOR HOURS! The execution is key. You WANT to establish a pattern that the opponent will catch on to. It makes switching up you plan doubly effective.
Now Tanya is GUNNA get antsy and will make more risky teleport attempts. She'll try standing on her pole. Think of your tools. You have a teleport too. Find out if you teleport on reaction will it catch her. Add to your plan. Back ups for your back ups. Keep in mind people do things in twos a lot on wiff. If she's hopping on that pole a lot thank god you have tornado kick in all variations. EX that move, run cancel into a f21 and end with spear to knock her down into that guessing game. It's up to you to predict their movements and lab out a reaction similar to what I've just described but I hope this is a start.