1st Round = Stop letting him abuse 5A on you at neutral like that, our dash goes under that, our 2A goes under that, our 2B, 2C, 3C, 6D, 4D all go under/through that.
2nd Round = Learn optimal Drive and overhead confirms, you hit him with a 4D > d.6A while you were in the corner, and then later you hit him with 6B and did no follow up, if I were to hit those two moves in the same round against a Ragna, he would have been dead(Assuming he didn't burst of course). Remember that you shouldn't be doing 6B > 3C, that is an unsafe hitconfirm, and is also not even all that optimal, instead use 6B > 6C > 2C > 3C, not only does it give you an eternity to hitconfirm, but is also an OS, since if your opponent blocks the overhead, 6C doesn't come out, and you have all the time in the world to figure out what you are going to do next, to call out what your opponent might do to retaliate, because even though 6B is Punishable on IB, you can still cancel it into drive if you think your opponent is going to try and punish.
Also, you need to work on your staggers, 2A > 5B > Recover is only useful about 5% of the time, it's not generally a good idea when you could easily do 2A > 2A and be +1 at virtually the same range.
Match 2:
5C > 3C to fish for counterhits at neutral is risky as fuck, I only suggest doing this on scrubs unless it's supposed to be a CH punish. It's a much better idea to 5B/5C > 236A to fish for CH, because while it leads to less damage, it is much more safe, and still leads to a BnB and corner carry.
Stop autopiloting 5A/2A > 5B > 5C, it's SO BAD, if you MUST autopilot a string for a chance at a hitconfirm, AT LEAST use 5A/2A > 2B > 2C, because not only do you end up at +1 if it's blocked but it is also 3 built in frametraps, and gives you much more time to hitconfim a crouching opponent.
You used Bloom Trigger in a corner combo TWICE and still tried to continue the combo.... don't do that, if you accidentally use a drive/special twice in the same combo, just end the combo there, and try to salvage any kind of knockdown you possibly can. Either that or combo it into Fenrir, which stuff > BT > stuff > BT > Fenrir is actually a big part of our longer corner combos anyway.
Get more used to what to do if a drive string is blocked, pay attention to what good Noels do in that situation, to the untrained eye it looks like flailing, but the BIGGEST difference between Drive Flailing and Failed Drive Salvaging is what the Noel does to try and retain his safety/get back momentum after it happens. Of course this part has ALOT to do with mind games between you and your opponent, so this is the biggest thing a Noel player gains as he gets more experience, so as such, it's a topic for another day lol.
You got hit with Jin's 6C in a blockstring, and it wasn't even a CH, what are you doing?
Match 3:
Stuff > 5C > 2D is not a good idea most of the time.
Drive confirm corner combos off of 2D need to be much shorter than that, 2D > d.6A already prorates like ass, so even though you managed 3.7k off of the combo, you gave up your knockdown, and lost the ability to combo into Fenrir. Keep in mind we do have 2D corner combos that do just as much, but still end in Fenrir for more damage, so I suggest trying something like this: 2D > d.6A > d.6C > d.214D > 66A > 6C(2) > Inch back a bit > 6C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.236D(Last hit only).
Last couple of seconds of round 5: You're silly, keep trying new things though, I notice you have a very nervous disposition in your playstyle, it looks like you're panicking a lot.
Why would you use 5B to poke out of pressure? You're not Ragna.
Overall, you just need to think more when you do stuff. The habits you have that I pointed out, learn how to stop doing them, it could be a slow process, but nothing good is easy.