JS 6AB -18: She is in tech crouch so use WR BB or CE.
GS 3A -14: AA, CE.
GS 3AA - What you should be doing is ducking after you block the second hit for a WR BB or 6B punish.
JS 2A -18: WR BB, 6B, CE.
JS 2AB -21: 66BB, 6B, 3B, CE.
1A -14: 2B, CE. 2B gets blocked at tip range.
JS 4A -14: AA, CE. AA whiffs at mid-long range.
7A -16: CE
8A -15: 6B, CE.
9A: -14: AA, CE
JS 3B -12: AA. AA whiffs at mid and long range.
GS 3B -14: A, 2A, K, CE. A, 2A, and K only work at close range. CE can always punish.
GS 4B -12: AA can work at close range.
GS 4B:B -14: 2B, CE.
GS 4BB -17: 6B, 3B, CE
JS 4B 18: 3B, CE. 3B or CE are the only moves that can reach, no whiffing issues for either.
WR BK - What you should be doing is as soon as you block B, use 1BBB to score a counter hit into 3B.
2K -14: 2B, CE.
JS 1K -21: 66BB, WR BB, CE. WR BB likes to whiff at tip range so go for the 66BB.
GS 1K -16: WR K, 6B, CE
236K -20: 66BB, WR BB, CE. WR BB whiffs at tip range so be wary.
4B+K -16: If she does cut this string short use CE or 6B
JS BT B+K -16: 6B, CE.
JS BT B+KB -18: Forces crouch. WR BB does not work. Use 6B at close ranges. Use CE for long ranges. CE whiffs at tip range. Be absolutely sure that she won't initiate the aGI right after. As a result of this garbage, this is a string where it is very advantageous to learn how to just guard. You get a A+B punish if you JG the second hit.
JS 66A -20: 66BB, 6B, BB, CE
JS 66AA -20: 66BB, 6B, BB, CE
JS 44A -16: 6B, CE.
JS 44AA -15: 6B, CE. 6B can get blocked at tip range. 4B can avoid this mix up completely if you are not a kissing range when she initiates it.
JS 44A2A -15: 2B, 6B, CE. 6B and 2B whiff at mid-long range. Also see the above note about 4B.
GS 33B -14: A, CE. 2A and K like to whiff on this one. A only works at close range.
JS 11B -14: 2B, CE.
RUN K -22: 66BB, WR BB
GS 3A Brave Edge - Again, duck after the second hit. You just have to wait until the animation finishes.
JS 66B Brave Edge on JG -25: Learn to just guard this string and get an A+B punish.
CE -20: 66BB, 6B, CE.
A -14: AA or CE
K at close range -18: 6B, BB, CE
K at tip range -18: WR BB, 6B, CE
Crossbow Viability: Medium-high
Unless at point blank range, either version of Tira cannot block punish your crossbow. On whiff, Jolly Tira can 6B (BE) you for a fair amount of damage. On whiff, Gloomy Tira has issues whiff punishing from longer ranges and the best she can get most reliably would probably be just to run up and 3B if she had the time. A counter to Gloomy's punishment is if you use a 6B+K and roll right after to avoid her vertical punishers. So crossbow harassment from long ranges is a pretty good tactic against Tira but abstain from using it when she begins to close the distance.