Jump 3
Push 2
Sense 2 (necessary for identifying what is what, and where. You do *not* want to get caught off guard by thinking a blip on the map is a sold when it is really an SBD)
Mind Trick 2 (This can exploit SBDs that don't bring the counter to it, and if they keep dying to it, it'll force them to adapt and move points from more important areas. This is a war of attrition)
Duals+Yellow (Both. Duals are exponentially useful for fighting a super bitch droid, as they do high damage and are lightning fast, and hard for a gunner to deal with. They'll shred the battery and the HP of any SBD if you get the drop on it. However, duals do not have that much range, which is where Yellow comes in, if you need to reach something or fight off a Sith, then Yellow is the better bet)
Defense 3 (You need this to avoid getting flinched to death by the super bitch droid, it only takes a couple shots for it to kill you, and the recovery of its slap is insanely fast, so you need to be swingblocking just about everything you do. If it slaps you, and you managed to crouch it, do not think that guarantees you a free hit, because it most definitely doesn't, he can fire immediately)
Block 1 (A huge sacrifice, and you have to be extremely careful around other Sith, but against an SBD you won't be in a situation where you can get pushed/pulled easily anyway, as you won't be running hardly at all)
Deflect 3 (You absolutely need this, because 99% of the time against an SBD, you'll be crouched and baiting shots that you can deflect)
Strategy: SBD is an unbelievably overpowered class, and you will lose to a good one 90% of the time as a Jedi. Your best bet is literally to just switch to Arc and lob some pulse nades down range. However, if you really need to use Jedi, then hopefully this tactic will help you. SBDs have 3 lines of defense:
1) Flinch - Flinch is the most poorly thought out mechanic in MB2, whatever person decided to randomly slap it in there did so without thinking about balancing weapons like CR or Wrist Blaster for it. As a result, any weapon that is fast firing, has a HUGE advantage against Jedi/Sith, because they get to basically throw out more guesses per second than, say, P3. So an SBD's first line of defense, and the most dangerous, is just having Firepower 2/3 and spraying in your general direction like a deranged Peter North.
2) Slap - Slap is not like a Jedi/Sith's slap, you can't avoid it by just blocking, no, you have to be crouched. What makes this so scary, is that you have to be crouched which makes you an easy target for them to flinch you. So you have absolutely no opportunity to ever go for a swing if the SBD is competent, as they can react to whatever you do.
3) Cortosis and General Tankiness - SBDs are ridiculously and laughably hard to kill. They can take enormous amounts of punishment from both gunners, and Jedi. To be completely honest, they should take a lot of punishment, however the SBDs in MB2 are far too extreme. The key to SBD's tankiness comes from the battery. As they take damage, or fire their bullshit cannon, their battery (retarded mechanic) is drained. The lower the battery gets, the lower their fire rate and damage resistance (for... some illogical reason armor is bound to electricity). Their battery will regenerate over time, which means that you will do far more damage with consecutive hits, than attempting to whittle it down. An SBD with time to recharge its battery after every hit, can tank up to 5 Red swings (Like... the fuck, amirite?). No, you read that right: *Five* *Red* *Swings*. So, if you have blue or cyan, go fuck yourself and gitgud, because it'll be a long day. Not that Red is good against SBD at all anyway.
Red/Purple are far too slow to make use of any error the SBD player may have made, such as leaving the oven on. Yellow is also too slow, and doesn't deal enough damage for how slow it is. Blue/Cyan are fast but uhhh, you'll never kill an SBD with it, unless you're miraculously lucky or the SBD player suffered a seizure and then died. Staff would be a good option, as it does high damage and is fast, but it has 0 range, shortest range of any style, and considering you're going to be on your hands and knees to avoid being slapped to death most of the time, the SBD would have little difficulty out-ranging you. What does that leave? Dualies.
The primary strat you'll be using here, is to crouch, and approach the SBD, playing a dangerous footsie game with its slap and wrist blaster. You want the SBD to fire at you, so you can deflect it back at him and do a lot of damage (Cortosis doesn't protect against its own stupid bullshit-shots). Eventually, the SBD will either wise up and stop shooting... or die like a retard. If he does stop shooting, he'll either begin a Vix-Standoff (Mexican), or he'll walk up to you and start slapping you like an angry middle-aged Irishman does to his wife. This is where it gets tricky, because the SBD can open fire at any time you try to swing and flinch you for 1/3rd of your lifebar, or if you do nothing, he can slap you to death (Because slap also deals decent damage, because brilliant game design). This is where you need to wear your brown pants and take a stupid guessy-risk, because the devs made it balanced that way. You need to guess when he'll slap, and swing into it whilst crouched. Lull him in, and just let 'er rip. If you did it correctly, then you managed to hit him, and he now has 25 less HP than he started with, only 175 more to go. If you didn't hit him, then you probably took some damage, and got no where, try again until either he dies, or your arms fly off at the socket.