Yea, witch time can't be b reversed, like you said, the inputs are the same as a RAR, but you jump cancel/buffer the witch time. And yea, it's really useful cos it makes it super easy to have the counter triggered.
And for the moves I'm having trouble against, is against certain characters, like Mario, pika, and sonic. For Mario, it's really any lingering or multihitting moves, that also happen to be pretty much lagless and safe on shield. Such as dair, bair, nair, fireball, and dash attack. A lot of these also beat spotdodges, like dash attack because it lingers so long. Also pika is similar to Mario, with the thunder jolts being just like the fireballs, but also having multihits like dsmash, nair and bair that do the same things. I have trained myself to perfect shield very reliably, but due to how fireball and thunder jolt work if used correctly, when they use it on the approach, even if I perfect shield it they have a big frame advantage. As such even if I perfect shield them they can true shield combo it into a grab while I'm in shieldstun.
And the other moves, when I try and punish them by dropping shield and going for a grab punish or something, I just end up getting punished for trying to punish them, because what they did was safe. And for sonic, he has a ton of moves that are lingering hitboxes or multihits or something, that all seem to beat witch time and her other moves, such as spindash, spincharge, homing shot, upair, fair, dash attack, upsmash. The issues I'm having also apply to when I'm above them being juggled, or on a platform above them, they can just safely use these moves and if I witch time then I still get hit. But yea this is more specific, and thanks for the help. I don't really use divekick and Bair enough in my neutral game currently, and whenever I've used Bair in a match I usually end up having terrible spacing and just getting shieldgrabbed or something, but maybe I just need to practice it more.
Also, does anyone know where the bair sweet and sourspots are? It's quite important for making it safe on shield, and also for killing with it. And I saw some people saying bat within looks slow, but actually, when bat within activates, it slows down you and the opponent for a slow mo effect, but it's actually pretty fast if you factor in the opponent being slowed down too. And for some reason whenever I do Nair or bullet arts Nair on shield it's really unsafe and I get punished. Also I guess a big part of the problems I'm having, is what should I use as an anti-air against high priority aerials? Also preferably safe if they airdodge it. I was thinking uptilt but the marios often go for tomohawk bairs or dair descending from above/a little behind me.
And please could someone test the bullet climax cancel needle fidgeting thing? I think it would be suuuper useful for her movement options and gameplay. Also, I think we should look into doing ABK from the ledge/shorthop buffered ABK/SHAD ABK through shield, and then Bair after. If it hits them, it combos them for a sweet 19% and possibly a kill, and if they shield it, it's safe on shield, and because of how it's spaced, if they chase you and try and punish, they either eat a Bair to the face, for 13% and possibly a kill, or if they shield then it's just a perfectly spaced Bair on shield and so unpunishable, weakening their shield by 19% (shields have 42 health, although apparently that number may not be totally correct).