I was practicing punishing her wake-ups the other day, this is what I found:
After a hard knockdown (which should be always)
Crouch right next to her and wait...
If she does Bat-Wheel
If she does Flying Bat (Uppercut)
Block and full combo punish
Hope that helps!
This is useful stuff! However, is that d2 on reaction? Or is it predicting a cartwheel and acting accordingly?
Be wary. If I see someone walk up and crouch next to me as a batgirl main I'll wake up with bat evade and either MB for vortex, stomp on your head, or run away like a little biatch across the top of the screen (particularly if I'm cornered).
Jumping in on batgirl is in general a really bad idea. You will get teleport punished. On wake up, if I see someone neutral jump, I'll use df2(MB) into a vortex. You've kinda just gotta respect her wake up.
As for her projectiles, they shouldn't be giving you too much trouble. You can phase through each of them (bola especially) cancel into trait and punish with a running man combo. Batgirl's batarangs are a high and as Flash's forward dash lowers his hitbox a bit, you can actually dash through them if you time it correctly. You do have to approach her though. As a batgirl, I'm not gonna just chuck projectiles at you, I'm gonna dash cancel my bolas from a distance and build all my meter, mixing up batarangs and bolas at different times (to catch poorly timed jumps) up until you decide to move and which point I'll react accordingly.
Against someone who knows the match up, lighting charge is nigh useless. Non MB, I'll punish with b12 into vortex, MB, I'll duck the second hit and d2 you out into vortex. Be careful about throwing this move out. The same goes for sonic pound combos on block. I can hit you out into vortex using df2 so lightning kick is usually the better option.
Up close, batgirl's main weakness is d1s. Her d1 is a shitty mcshit 8 frames (even though she can jail it into bf3 which is +1). Off the top of my head I can't remember Flash's d1's block advantage but if it's -1 feel free to chuck that out (although be careful about knowledgable batgirl's throwing out reversal df2 [6 frames])
Batgirl is a small hitbox character and as such causes quite a few of Flash's janky mids to whiff. If the batgirl knows the matchup, they'll duck b22f3 and punish with a vortex if you try and use that.
For stage selection, avoid stages with lots of interactables as she will use them and punish you for using them. Avoid the following stages:
- Ferris Aircraft
- Hall of Justice (Plaza outside)
- Wayne Manor (Outside)
- Watch Tower
- Gotham (Alley)
- Metropolis (outside)
On stages with bomb interactables, batgirl gets a free smoke bomb into vortex if the bomb hits. And on stages with infinite corner bombs (ie Wayne Manor outside) she gets a sort of intreractable loop reset. Ferris is (imo) by far her best stage.
For Flash, the best stage to take her would probably be Atlantis as they get basically the same advantages and Flash can phase through the water spouts while batgirl can't (although if she times it exactly right she can d3 to lower her hitbox enough to avoid the stream at certain distances).
Anyways, I hope I helped
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