MATCH-UP STRATEGY!
First off Ragna's meter gain is just as good as yours, expect RC on unsafe moves and respect his ID.
Mid-screen: He can poke you with 5B/5C but he can't get any real damage unless it's counter hit and hit confirms it (or spends 50 heat which he most likely will). At this range you can either poke back him with 2A or 6C which even on trade is in your favor since it pushes toward the corner.
Don't use break shot at mid-range, instead just plant cosmic cannon as it can help stuff jump ins and pokes. You can also parry if he gets to predictable with 5B.
Close-range:
On offense this is where you want to be at all times, avoid doing her BnB as a block string (2A>5B>5CC>6B) 5CC is the universal language of "Inferno divider me". Instead, end your blockstring short like if you want an overhead do something like "2B > 6A > 6B" "2A > 6B" "j.CC > 6B" or heck just run up and 6B, it's really fast when it isn't being way to obvious. AV seems gimmicky on paper but it's actually legit, it's easier to use when your not using the same blockstring religiously. When you do find yourself using 5CC try staggering it and using AV B Barrier (214B > barrier) to avoid and punish any ID especially when it's IB'd.
On defense it's good to know the options (the good ones) he can have during any move, for an example.
Ragna's 2B:
2B > 6B(overhead)
2B > 5C
2B > 2C(can fatal and is safe)
2B > 3C (another low)
2B > 214B (overhead) 214D(second part, is very common to see a rapid off this)
One small note beforehand, Ragna's 2B is probably the worst move he has, it's unsafe even on normal block to our DP and PF if he tries to follow up on it.
His mix-up isn't too much to worry about, react to him trying to restart his blockstring and don't push buttons without a reason.
If Ragna is in the air he can use j.C as a long range poke to avoid her 6A, dash 6A to take care of that. Another move is his j.B, it's has a ton of active frames and works well as a cross up. If he tries to jump cancel his j.B into another from the other side you can buffer the parry from the right direction so if he doesn't cross up you can 6A and if does then just parry it for a good amount of damage. Another option is to reversal input her DP but I rather for the save option.
Things to look out for (gimmicks):
Ragna's cross up ID, basically he does 3C, IAD over your head and ID D version. Lucky for Makoto doing the parry motion beats it clean with either a block or her parry. doing your own 3C also avoids this but who wants to give up free damage?
Air inferno divider against your anti-air, basically use 6A on reaction.
Situational/Variant combos:
Parried j.B: 5A/2A or Dash 5A/2A > 5B > 2D(1) > 5CC > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6200+)
Forward grab: B+C > 214A~A > 5CC > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6000+)
CH 6C: CH 6C > 214A~A > 5B > 6A > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6500+)
Inferno divider punish: CH 5C > 2C > 2D(3) > 2366A~D(3) > 214C~D(3) > 2366A~D(3) > 214B~D(3) > 6A > 5D(3) > 2366A~D(3) > j7.D > 2366A~D(3) > 632146D(3) (7300+)