These are generally the easiest variant of the reborn in Jedi Academy. Do not try to do the ground stab with any of the reborn. More than half the time you will be jump kicked and be on the receiving end of a ground stab yourself. The easiest strategy is the hop around like a madman slicing them as you flip and twirl around the area. If its becoming too hot a situation for you, use speed and run the heck out of there. You usually have time to heal yourself before the reborn catches up with you and more often than not the reborn will kill himself trying to reach you. Stabs are also useful.
The key things are to keep on moving. The moment you stop moving, the npc will either grip you or lightning you. So keep moving. Another thing, always keep on jumping. Keep your reticle on the opponent and you may even connect with a few lucky swings to his head or shoulders. If he uses the saber barrier, throw your lightsaber and finish him off.
When they start doing their kata or twirls, just throw. In between, use the same strategies as against the dual-sabered reborn. A useful move, that is, if you're using dual sabers, is the DFA move. You can on average connect on two of the strikes. The other two stances, that is, the single saber and lightstaff provide no easy methods to rid yourself of this enemy except the rolling stab. Never attack when they begin a kata unless you throw your lightsaber.
Also key to dueling are acrobatics. For example, if you're cornered up against a wall, use the wall-grab jump and get out of the corner you've backed up into. Or just jump over the person and stab them from behind. If you're knocked down and the opponent is going for a groundstab, just forward or back kick them. Again, don't try your own groundstab, throw the lightsaber. Jumping also allows you to land on top of an enemy and possibly force him to the ground much like a kick. Another useful combination of attacks and evasion is the cartwheel.
Try to win every saber lock. I know this is a no-brainer but depending on which direction you push while in the saber lock, e.g. left, right, forward, or back, you will almost always perform an instant kill move. With a single lightsaber, the finishing moves are either a stab to the chest, or an upward diagonal swipe from right to left. With two lightsabers, again, either a stab to the chest or a move where you knock the enemy's lightsaber away and perform a double cut at chest height. With a lightstaff, you perform an upward slice to finish off the enemy.
Force sense is by far one of the most useful powers. At any level force sense will allow you to see mission objectives that are nearby. Powerups are colored yellow, enemies in red, allies in green, and objectives in blue. The most practical use of this power is to guide you through a level. The best case of such use is on the Ord Mantell mission vs. Boba Fett. After you rush through either door near your fighter, sense will enable you to see the three detonators you must plant near each stockpile. This force power is also useful on the Bakura and Kril'Dor missions, as they allow you to "see" the bombs you must deactivate. The above tip was recommended by Jean Eric-Preis. The next useful powers are mind trick and absorb. I didn't really find the dark powers all that useful except lightning and grip, but that may be because I stayed primarily light in order to get absorb and protection. Grip is one of the crucial powers if you go darkside. Not only does it lower the defense of your saber wielding enemies (at least temporarily), but you can also use it on the weaker saber enemies to toss them over cliffs or into lava. Use of grip and saber throw simultaneously is also an efficient way of eliminating reborn. (This tip was posted by Lasse Pedersen and Adrian Toh.)