Just tested out another option for ending the BnB, focused on reset and positioning. The tail end of the combo finishing with Rag Doll or Anti-Air can instead use Buzzsaw, but the ending chain must be 3,3,bf2(buzzsaw). The purpose in doing this is that after the Buzzsaw hits, the combo has ended which allows you to toss another bomb (preferrably mid-bomb). The Buzzsaw animation keeps them grounded more than long enough to toss the bomb and be set back to neutral, where they now stand up on top of a short fused bomb. Admittedly you do lose a few % of damage from the standard enders, although it seems to only be 3-5%.
The options your opponent has to avoid the bomb are:
1)Jump.
If they jump forward, you are in range to Anti-Air or net the jump-in. They appear to be just out of range to hit you with a jump-in attack as well. Net should be your best option here. If they jump straight up, net should catch them as well. If they jump backwards, you could either toss a far bomb, or teleport and resume accordingly with pressure strings or command grab.
2)Roll on wakeup.
Since the roll can only be done after the Buzzsaw has stopped spinning on them, the roll always comes out late. If they roll, same things apply as jumping backwards. Far bomb or teleport.
3)Wakeup attack.
As with the roll, this can only happen after the blade stops spinning on them. Depending on the character, this may be their best option. Certain attacks can be caught with net, others must be blocked. The ones that need to be blocked are usually easy to punish with a full combo (usually EX moves or X-rays should be blocked since armor will absorb the net).
4)Dash.
Treat a back dash like a roll or backwards jump. Forward dashes should ideally be met with a net, since if done early enough it forces them to choose to either cancel the dash with a block, where the bomb will still catch them, or to get caught by the net. Beware of X-rays or EX moves with armor here as they will just absorb the net. Pressure strings can also be applied instead of net (e.g. the tip of f2 cancelled into a bomb, blockstring/command grab mixup, etc.)
This is by no means guaranteed damage but can lead to an extra combo if you play the right oki game. I would usually forfeit the 3-5% damage for the situation this creates, since two combos from Cyrax could kill. Let me know what you guys think.