Why does everyone think there is only one way to play Ragna? Ragna doesn't have to be in your face to win, he can play passive-aggressive and take advantage of whiffs and mistakes almost as well as anyone in the game from virtually any distance. He can apply a limited, SAFE pressure game that, believe it or not, doesn't always end with D crap in your face, to keep you honest and to exploit holes at the right time.
I don't understand what makes Hakumen so great against Ragna up close that most of the other cast doesn't have. If you're relying on his counters, that puts you into a dangerous guessing game, where if you guess wrong, that's free 35-45% damage for Ragna. It's a guess in his favor because he controls what he does on his strings. Unless Hakumen can IB a 2A or 5B AND punish before Ragna can do anything else, he is no different than anyone else.
Why is Ragna taking all of these risks against you when he doesn't have to? He can control the tone and space of the match and break you down methodically, believe it or not, not everyone rushes down all the time with Ragna. Ragna only HAS to play this way against superior zoners (when there's an actual opening) because unlike in other match-ups, he isn't the one establishing the tone, and he can't punish nearly as easily. And uh, it works the other way around too, if you make too many mistakes, Ragna will bust you open for 50% life, except this time, he can do that offensively AND defensively.
Hakumen's lack of speed hurts because it allows Ragna to control the tempo and spacing of the match that much easier. If Hakumen had Tao's mobility, Ragna can no longer actively control the space around him, rather he has to take a passive stance and react to HER (and sometimes, guess right), instead of forcing reactions. This is kind of similar to how Ragna can handle Tager, but IMO, Tager is a lot more dangerous to Ragna.
What is there to "out-think"? If you jump, and he takes a long time doing this, you will get punished every time unless you block. If you try to be fancy and do counters in the air to mess up the timing of the jump, or think that's going to be your answer to everything, Ragna will adapt and the guessing game will once again be in his favor. Now he can meet you halfway and air throw you, now he can delay responses and DP you, he can just wait for you to whiff and punish you with SJ C or D into combo, etc. I don't see how this is in Hakumen's favor at all.
There's obviously something here that you know that no Hakumen I've played has ever known, because I've only lost to Hakumen when he's trapped me in the corner (or rather, I accidently put myself into the corner). I hope you can supply the answer to make this match-up less boring and 1 dimensional for me to play against.