What do you do in footsie range against characters with faster walk speeds and quick, long ranged normals (i.e., superman, GL, aquaman)? Batgirl's b1 has decent range but is so slow compared to the actual good footsie tools in the game. Even when I'm actually able to get my opponent to whiff a normal (no easy feat w batgirl's ass walk speed), my b1 often gets crushed (by the second hit of superman's f23 for example) or comes out too slow to punish (i.e., when I try it against GL's b1). I've taken to neutral or forward jumping on reaction to whiffs but I don't love it.
Help please!
There really is no good answer to your question as AM, SM and GL dominate Batgirl from that range. Here are some of her options, but nothing is without it's risks:
Cartwheel is pretty good when you can get close enough to use it and is probably her best footsie tool. Builds meter for you to use later too. Pushes them to the corner.
db3,1 can get you in (or over them and closer) but it's also risky. They might not get a good punish out of it though since it's only air punishable (she is safe when she lands like GL's air turbine whiff).
You can play mind games with db3,3 and db3MB in order to bait out an AA or projectile. db3 delay into 1 also to bait out something and get in on whiff.
Dash in block is actually pretty hard for them to punish.
Dash in flying bat (df2)can beat out (or trade with) their counter-poke from certain ranges but this is also very unsafe.
Dash in instant air j2 or late j2 is pretty good depending on the range. Instant air j2 is a fast overhead that can be combo'd into 111 when you land resulting in vortex but is also unsafe.
Dash in redemption(bf3) is pretty slow but the animation can make pokes whiff. Plus on block but slow startup makes it risky. You need a good read on a d1 + perfect spacing to make this work.
j3 is pretty good and leaves you at huge frame advantage on block which is what Batgirl needs most but it's pretty easily AA'd by GL,SM,AM.
You can use smoke bomb before any of those jump attacks to bait out the AA and punish. Also very unsafe.
Basically, she needs to go yolo every once in a while to get the opponent to respect smoke bomb/flying bat. Once that happens she can hopefully get in and do some mixups. Good luck.