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Bridget is a guy though...
Reversals have many properties, but the most dangerous one by far is their ability to make you mad, and when you're mad and seething, all other properties of the reversal in question increase in power and potency by 10 orders of magnitude, and successful counter hits start dealing damage straight to your mental health bar, and once your mental health bar is under 30%, it becomes impossible to play well, let alone enjoy the game.
tl;dr don't get mad.
In other words, the whiffed 5P entices an invincible reversal if they have one, but 5P is fast enough to block it. Delay throw tech is an option select: if they reversal, you will be blocking and the throw will not come out; if they throw, the delay tech will catch it and you will tech the throw.
It's a good strat against people spamming strong options on wakeup. But be mindful, delay throw tech can be beaten by wakeup 5P. A better option all around would be safe jump setups, which beats all offensive wakeup options (but itself can be beaten by blocking then throwing).
Another option I like for beating reversals as Ram is meaty rock or meaty heavy slash. Rock is a projectile so it can't trade as easily as a strike, and heavy slash is disjointed enough that it beats a lot of wakeup options if spaced properly (though it is still a risk).
Safejumps are meaty jumping attacks that are timed to land right after you put out a hitbox from your attack, so that in the event that the opponent uses a reversal and invuls through the hitbox of your jumping attack, you land in time to block. It's basically artificially removing the recovery of your jumping attack by timing it so you land close to when it's no longer active which cancels the rest of the recovery. This allows you to do a meaty attack without the threat of a reversal forcing you back to neutral, which is obviously extremely powerful.
Fighting game glossary entry is https://glossary.infil.net/?t=Safe%20Jump.