well this is why i believe he beats him:
*Parry i believe can be used on his ex dash, but besides that, i can d4 it every time to blow it up and proceed to pressure him
*Unless you do a divekick at a very low distance, reptile's dash can punish it easily
*He can divekick over forceballs, but has to be careful bcuz ex slow orb will cause him to divekick into it
*Reptile can also njp divekicks for a full combo
*In the footsies game, Reptile's d4 will be an issue, i've noticed that when cyber subs get annoyed by it, they'll try and jump and divekick, so reptile can njp it and punish for a full combo
*Cyber sub doesn't have fast standing normals like reptile and his pokes are rather bad besides his d3 being 6 frames, but it's super stubby and doesn't have the same reach as his d4.
I'd like to hear why you got it 5-5 tho, enlighten me.
While i can understand the reasoning behind this situations lets take a look at the situations on both ends
*Parry works on both dashes, the only instant where a CSZ should parry is in reaction to an Ex dash on his way back. Otherwise CSZ has no reason to try to parry the dash when he can just block it and full combo punish off of 11 for 40%.
*When playing the forceball distance war Reptile must be mindful of ice balls from CSZ, reptile is one of the few characters in the game who have to be mindful of it due to his slow recovery from his projectiles, but CSZ has to be mindful of the fast enhanced balls which can be an issue, reptile can block and dash in for a combo, then again this is a situation where reptile must use meter to make this happen so its a pretty neutral situation. CSZ should never go for dive kicks unless on reaction to a normal force ball. Pre-emptive dive kicks get blown up by the enhanced balls as you said.
*Dive kick is not something CSZ should be focusing on in this matchup at all, what ever distance you can normal jump bunch a dive kick is the same distance where you can just block it and full combo punish, a good CSZ player should never attempt such a close or sloppy dive kick.
*Reptiles D4 is very good. The only thing is that unless reptile is spaced correctly to anti air a jump in then its not much of a threat, too close leaves him open to jump over shenanigans from CSZ. Deep jump in kicks can grant up to 26% and CSZ has a larger than normal JIP hitbox that hits very low hit boxes into full combos. As with most characters jumping over on reptile isn't much of a threat due to the difficulty of landing a d1 into forceball, the risk reward is usually in the favor of the opponent.
*CSZ has normals that are extremely annoying when used properly, if i can get away with pressuring sektor who has a 6 frame launcher then i can pressure reptile just fine, CSZ gets most of his damage from his block mixups which don't necessarily have to hit to grant me any sort of upper hand. CSZ thrives off of neutral game which reptile does as well, the only thing is that your good neutral tools are d4 into force ball and dash(which is full combo punishable). S3 is far too slow to become an issue in the neutral game, but on the other hand when played right Reptiles tools can be used just as well as i claim CSZ's can, its all about the player behind it.
Overall this is a very even fight, the one point ill make is that once reptile has a lead its harder for CSZ to get to reptile than vice versa. He does have his ways to get the life lead back but he can't go about keeping the life lead the same way reptile would. This alone wouldn't make it a 6-4 because its not like its a shut out once you're up but it is a factor that i have to consider when playing this matchup.