A lot of the time, in a stand off, her ground game is weaker than other characters, so more often than not, I find myself baiting out their committal to something to close the distance. It could be them committing to a roll, jump, dashing attack, dashing and then canceling with guard consecutively, or for faster characters, just a simple surprise DACUS.
In order to bait those things, I'll usually throw out moves from a spaced distance that I know will stagger their advance, or cause a reaction, like a small backwards hopping b-reversal while they're grounded so that my AR is angled downward from a higher point and more difficult to progress through. This puts me in a good position when they slow down to get aggressive and put them in a guessing situation.
Also, ironically enough, when the area on the stage is available, utilizing pivot smashing while dashing away to keep yourself spaced from their advance. This usually puts yourself in a great position to halt their dash attack, dashing grab or DACUS by using the wings' pushback to catch them off-guard and go on the offensive with a dash attack during lag time, or a dthrow + DACUS read/or fair.
Implementing DownB into your game in some way shape or form during your neutral game will get you in your opponents head and make them second guess their advance. I actually enjoy being in Neutral game due to the annoyance of AR and the free damage/aggressive options it provides.
The more I play her, the more I find it necessary to deeply understand the game and its characters. Just as with any fighting game, the more you know about your opponents character and what they're capable of, the better off you'll be.