I played about 2 hours worth of this MU against
NY_Jailhouse
Basically, you have to bait her into mistakes and make smart use of your armor. You can completely avoid the teleport if you're playing it properly. Only jump on reaction to a projectile. Make your way in, play footsies and threaten with CC which allows you to set your armor up in open space or off a CC knockdown (or otherwise). If you mistakenly jump and suspect a teleport, air CC will generally nullify that and make it whiff. Otherwise, armor at every opportunity possible, which allows you to pressure or set up traps without fear of a teleport. Baits are EXCELLENT for this. If you figure out how to bait her into teleporting you get a full combo, and any combo or knockdown on this will make Batgirl really cautious with armor, mine pushblock setups, probe, etc.