Both options are terrible because HF is really unsafe on block and if they IB your screwed. If you do 2D at an unsafe distance depending on charcter they can punish you.
Your better off using
6D>JD>dash>6B>(If blocked)3C> Jump cancel etc etc
Or something of sorts.
The problem with Ragna is that his block strings really suck. You HAVE to be creative in your block strings. Mix it up by jump canceling with 6A/3C, go for surprise overheads with TK GH and delay your strings to catch them off guard.
Almost everything Ragna does is really punishable so its really up to you to mix it up with something different almost every time so they don't IB and punish.
If you wanna get past that ''wall'' learn your basics better (Such as Sprit fag suggested), increase your mixup arsenal and play more solid. Learn to balance your risk/reward factor. Sometimes its better to play safe and sometimes its better to put a little risk in. All this depends on your oppoenent as well. If you see that he has a slight pattern or maybe likes to mash at certain times adapt to that and use that to your advantage.