Too bad you'll rarely be in a position to actually worry about him trying to reversal super you. His movement options just make this matchup hell if he chooses to play keep-away.
Overdrive 5A Combos
50 Meter (GF can miss without magnetism)
DM: 3861
5A>3C>ODC>5C>OD MTW>GF
100 Meter (doesn't require magnetism)
DM: 5121
5A>3C>ODC>5C>OD MTW>OD TB>GF
Those seem like they could be incredibly useful for stealing rounds if you have the resources.
Any tips for this one? Most decent ones I fight just run until they get the bat or cat-flail, and I don't see how to safely punish either, unless they're on their last stock, which won't happen if they actually pay attention.
The damage nerf on 5A isn't the problem, it's that he lost some very important combos on it which virtually kill his already weak pressure. It just baffles me that they thought 5A>5B>5C needed to be broken.
"Blood Scythe (grounded) can be punished with 2C on reaction (before hit)"
Are you sure about that one? Most Ragnas I've played will throw it out after getting some spacing off their pressure, so unless it's just really wonky I can't see 2C catching it in most cases.
How are we even supposed to approach this matchup in 1.1? We have pretty much no chance in neutral as far as I can see, can't do much more than block if he plays his pressure safe with jabs, etc.
After having my backdash beaten out by a Bullet mashing 2A everytime I called one of her moves, I can say without a doubt that this update is complete nonsense.