O boy,you know bayman is gonna kill that clone ,remember ,bayman goes through/around everything that phase 4 does,a good bayman player will win 9 times out of 10,remember our matches,it was like 5 5 ,but i'm no bayman expert.
A smart phase will play defensive and try to pick you apart at a distance to get a lucky stun. If they are in rushdown mode, just play things patiently.
Her lows are terrible, her throws are mediocre except her wall juggle one. This lets you be defensive and wait her out, or even hold her if you feel like it.
Alright, thanks for your direct input
What do you think about how dangerous her P+K is for Bayman? Since it's the only real tracking move that can prevent him from doing the tank roll beside H+K, I'd still say it's not crucial because the Phase player really has to think twice about when to put this on the screen, because it's slow and also unsafe.
I'd say her general lack of tracking moves makes this MU really difficult. She has speed advantage, but that doesn't give her anything, because her fast highs and her mids are avoidable via tank roll, even her 2P is.
As far as I see, Bayman seems to be overal safer and has better tracking. Since he's also a super-heavyweight, she can't get that much damage out of her juggles. Due to that, I'd say she only beats him out in juggle/combo damage when she reaches stun level 3.
He's pretty good, however he's a flowchart and you need to read his "phases" And the match up is pretty difficult as pointed by Rikuto. Does she have throws that leave opponent in neutral negative?
Not excactly sure what you mean with neutral negative, but she has none that would create a full guessing situation like Kasumi's 46T. 66T~T gives her +10 in the opponents back, which is enough for landing a juggle, but only a small one, since Bayman is that heavy. And it's breakable.
All the other throws just reset the situation, since they ground the opponent.
To be honest, I don't see much need to tank roll against her. If I do, it's going to be in the middle of a string, or after I see something like 6P happen as it avoids all the followups easily.
Tank roll isn't something you wanna just toss out at neutral if you can avoid it. That's panic mode tank rolling, and is a last resort.
If you can beat an enemy through more conservative means such as blocking, you should. Lower risk of something going horribly wrong, and even if you do guess wrong and get thrown there is a sense of damage control.
Remember, ultimately.... if she isn't finishing strings, you can press the attack with something like 3P or 6P+K. If she is finishing strings, you just wait it out and punish.
If you're unsure and want to take a fun gamble, wait for the delay/cancel part of a string and then do an OH. If they chicken out and block, it'll land. If they cancel into another string, it'll land on high counter. If they throw you, well... you'll eat high counter yourself, but her throws are meh.