Just as a side note, I'd like to write down some things about the
Phase vs Bayman match up, because I think this is a very interesting and difficult one for her
(and because I have some more time during the holidays ).
vs
At first glance, it likely happens that one's getting some prejudices about this MU, since Bayman is a slow and lethargic grappler that has to fight a fast and high damaging striker. However, that's surely not what it is, as a small comparison of interesting points already shows:
Phase:
+ speed (9/12/12)
+ mixup in stun
+ slightly better range tools
+ high juggle damage
- lack of tracking
- lightweight
- highly unsafe
Bayman:
+ super-heavyweight
+ evasive moves and offensive holds (e.g. tank roll)
+ better tracking
+ overal safer
+ decent oki
- slow (11/13/16)
Although Bayman is indeed not a beast when it comes to speed and juggle damage, he's still capable of shutting down Phase's offensive game, which has it's biggest advantage in the ability of getting counterhit's with his evasive rolls, crushes and offensive holds. Once he's able to gain momentum, he has a fairly good arsenal to keep it going. In terms of defensive, especially his tank roll (
8 or 2 P+K) can be very hard to deal with, even if it's breakable.
Other relevant moves for him that are good to know about are:
3P and 33P - 13 frame mid punches that are almost the same in figures, whereby the latter is a very good high crush
6P+K - a 16 frame high punch that grants him +9 advantage on block
214P - a long range mid punch that launches on counterthit, but will leave him backturned on whiff
4K - a realtively slow mid kick that is also part of a string but is only -3 on block
Along with our clone's unsafe nature comes the limitied ability of using free canceling and string usage, which makes offensive pressure against characters with OH's very difficult. While it is not necessary to be afraid of her neutral game in general, Bayman can simply play the turtle and punish unsafe moves or free-cancel attempts either with an OH, 4T or his faster moves like 6P+K or 3P. Thereby, the former is what might grant him the most success, since it will catch both attacks that were started after a canceled string and standing guard after a single strike.
Due to the fact that Phase's throws are average when it comes to throw punishment on heavyweights, Bayman also doesn't need to be afraid that much of making use of advanced an normal holds which grant him a lot of damage on the right guess.
For the sake of completeness, it is also to say that both characters can take decent advantage out of their environment, e.g. Phase with
guaranteed juggles and PB from 236T in ceiling and Bayman with his OH-reset close to walls.
So what are propably her best tools for this match up?
In consideration of the things mentioned above, the usage of
classic tick throws (with 6T) becomes even more important because they relativate the chance of getting crushed when being in disadvantage as well as the threat of getting caught by OH's.
Playing in a more defensive way while waiting for him doing a mistake in spacing is what Phase should do most of the time, since she is in slight favor when it comes to spacing tools.
H+K as keep-out and passive poking tool,
3P+K(P) as gap closer and
3P as long range poke should be used here.
While 3P is a good tool to start offensive, it has also some kind of re-track ability, which can prevent Bayman from performing his tank roll.
Same goes for her standard sidestep-buster
P+K, although it would be smart to think twice about when to put this on the screen, since it is quite a risk/reward gamble due to it's unsafety and lack of potent follow-ups. Same goes for increased sidestepping after getting blocked. Although his preferred counterpokes don't track, his 6T still can be dangerous on this. Other tracking moves like 4P, 6H+K or 2H+K, even though they have this important ability, aren't that recommended to use an neutral because they are either too slow or easily slow escapable.
For everything else, Phase players should always keep in mind that they have overal speed advantage on him, that means the usage of jabs,
PK and
2P as counterpokes is beyond all question. Nevertheless, caution is adviced when she breaks out of his throw combos, because in this situation, Bayman is
at +3, which means his actual speeds are 8/10/13 then and Phase has to guess what he's gonna use if she does not want to get beaten out, since both his mids and highs would do so on hers.
That's about it. Unfortunately, there's nothing else I can imagine of that would help to make life easier for her in this match up, which is, according to the MU-chart, 6-4 in Bayman's favor, and which I'd also agree with.
Now, since Last Round is just around the corner, these things surely might need a review, although I don't believe that TN is going to change the overal gameplay and abilities of those characters that much that they would make given information completely obsolete. We'll see what it brings.
Thanks
@Rikuto for giving some input from the point of view of a long term Bayman player to this MU. As always, critique and/or additional information is appreciated.