For the player wanting to use xxx/marrow/sonson, I suggest using ruby heart (enhance or anti air)
Why Ruby would be a good choice:
-She builds meter really fast with her sj.FK x N
-She has a decent lockdown game using Marrow’s proj assist.
…s.lp, s.fp, c.fk + marrow, water tower to lock them down in place.
…s.lp + marrow, s.fp xx marrow, drop ghost, water tower, repeat. The water tower comes out just as marrow’s assist ends. This works especially well in the corner. If you can distance it right, so you’re at max marrow assist range and FK water tower range, its a really strong lockdown. The distance between you and the opponent makes it hard for some assist to hit but sets up nicely for a double snap or some damage on the assist.
-She has really good DHCs into marrow’s supers. In fact, all of ruby’s supers DHC nicely into marrow’s ‘feel my pain’ super. For lots of hits and damage, do ruby’s ship, DHC into ‘FMP’. For safe DHC, do ghost super, DHC into ‘FMP’. Also, ghost super xx ‘FMP’ is great for assist killing. The ghost keep point character down and juggle assist. If you have meter, do: call sonson (to juggle assist), FMP (this tracks point character and assist), repeat until assist is dead.
-You can combo into ruby’s barrel super using marrow’s assist. Need I say more?
As far as which Ruby assist to use, I prefer using her enhance assist to get the bits of damage boost. Anywhere from 10% to ~30% damage increase. Her Anti air is good for locking down, but I already have an AA on the team. Also, picking up the ruby enhance is super easy. In a combo, c.lk, c.lk + ruby xx ‘FMP’. Or at any time its safe, just call ruby and do ‘FMP’ and you’ll pick it up. This can be done when killing an assist, when point character is locked down, or in the air (sj’ing, flying).
Just my 2 pesos…