ok so there are a few options to 'safely' teleport. I usually like to teleport when the opponent is down, if you sync it up with their wake up then they can't move out of the way but they might use a wake up attack which beats it, so in that case you can mix it up by delaying the teleport to hit slightly after the wake up window. This will cause the opponent to either wait and not get the chance to wake up (still making it difficult to prepare an anti-air or dash back) or use their wake up attack anyway. Many wake up attacks will whiff if you time it right and then you get a free njp for full combo punish.
The other ways to 'safely' teleport are by canceling strings. The most useful moves to cancel are b1 and 421. They will not beat out armored reversals but they can beat out some anti-air specials with a swift njk. (only tested against kitana and kung lao). Once your opponent respects this you must use njp instead (njk will whiff if they aren't attacking, if it does just d1xxdf4) which will give you frame advantage. you can repeat the strings once you land. Here's a flow chart for the block string to teleport, showing how it works.
footsies
in range of b1 reading block/in range of 4 with plus frames--> b1/421xxdb2
read armored special -- b1/421xxdf4 - back to footsies
after teleport
read anti-air--> njk, hard knockdown - back to footsies
read block--> njp
after njp
read poke--> d4xxspecial - back to footsies or combo
read block--> b1xxdb2 - back to teleport
(if your opponent has a tendency to use fast standing normals then use 421 instead of b1, it will beat out most normals but it willgo over crouching opponents)
read armored reversal-->block
best pokes to use: f4, b1, f2, d4, b3, d1 in descending order of range and ascending order of speed. At any time you want to use the fastest one that will hit your opponent, canceling pokes into df4 will make them safe on block, (d1 can be interrupted though), alternatively canceling into db1 will still be safe on the longer pokes and will result in a knockdown on hit (it's not that unsafe on the close pokes either). you can mix up df4 with db4 or exdb4 for a knockdown or a combo if they aren't blocking low, granting you a 50/50 on block with most pokes (some can be amored through). From fullscreen you can pressure with bf3, db4 and teleport.
You can also begin blockstrings with 421 (preferably after a non-canceled d1 on hit) which leaves you 0 on block with each hit, so you can mix up 4, 42 and 421 which all leave you in d4 range, plus 4 and 421 leave you in b3 range too, or you can cancel at any point with specials for another high/low mixup or you can go for the teleport for some shenanigans.
Kenshi has a fantastic range of safe pokes to use which all do decent damage on chip (especially b1), plus you can cancel them all into db4 instead for a great mixup. Suck it balanced.