Marrow + S/D
Well, here’s a crazy thought :
What about Marrow + Strider/Doom ?
Marrow has some really interesting pressure/block strings that chip pretty well. She also has that really nice air super (homing knives).
I was playing around with it today and tried this :
A) jumping bonerang (qcf+HP), land, call Doom, dash JP, SK, SP, FK, FP, bonerang (qcf+JP) – Doom taunts/leaves – dash JP, SK, SP + call Doom, FK, FP, bonerang (qcf+JP), slight pause (while doom rocks+bonerang hit), FP, bonerang (qcf+JP), dash, JP, SK, SP, FK, FP [insert ending here]
OR
B) jumping bonerang (qcf+HP), land, call Doom, dash JP, SK, SP, FK, FP, bonerang (qcf+JP) – Doom taunts/leaves – dash JP, SK, SP + call Doom, FK, FP, bonerang (qcf+JP), [slight pause (while doom rocks+bonerang hit), FP, bonerang (qcf+JP), dash, JP, SK, SP + call Doom, FK, FP, bonerang (qcf+JP)]]xN
Note: both of these are block strings. I tested them in the corner. Can anyone confirm if it works out of corner?
With option A) the opponent can escape before the next bonerang hits, so a super jump FP might catch them by suprise or even throw them if timed/placed right.
With option B) it looks like the whole process can be looped infinitely if timed perfectly (can anyone confirm this?).
The loop begins with the slight pause in option B), since after that pause, you do a FP, then a jab bonerang. Rush in and call doom during her chain combo, ending with another bonerang while doom rocks hit. Slight pause, FP, then bonerang, chain + doom + bonerang, pause, etc etc.
Push blocking won’t effect this block string (even if they get a chance to push) because it won’t push the bonerang away, and Marrow has an insanely speedy and full screen dash.
The only way I think they can break option B) is if they Counter->HC. Can some one confirm this?
Marrows bonerang only does 3 ticks of chip damage per toss, but doom does sick chip damage.
I think marrows best assist is her alpha assist (bonerang), for this team. Sets up some nice stuff for strider and/or doom. Her gamma assist might be nice for strider, but I doubt doom could make use of it at all (or could protect her).
Her beta assist sucks soooo bad. Leaves her very vulerable and her hitbox is like the size of her bones (meaning you can hit the bones and hurt her).
Her air super (qcb+2P) can punish assists really well from anywhere on the screen, and can stuff quite a few supers. It’s also a really great way for her to come in (DHC or AC->HC).
She builds super really well, and is freaking fast. Her jumping FP as sick priority too (and breaks super armor).
The only problems I see with her in this team is her low stamina and crappy specials. Her bonerang seems to be her only good special.
Comments? Thoughts? Corrections?
[Edit]: PLUS, if Strider gets wasted, you still have a marrow/doom trap that doesn’t take any meter. If marrow gets wasted, then at least you still have the strider/doom trap. If doom gets wasted, I guess you could do a ghetto strider/marrow or marrow/strider trap.
Hmm… No anti-air with that team though. Since marrows AAA sucks and dooms AAA isn’t really an AAA. 
Unless you count striders gamma assist an AA (laugh)
[Edit2]: It looks like option B) only works in the corner. But, option A) looks like it works out of the corner.