I’ll take Marduk. His changes in 2013 just accentuate what he already does, so his gameplan won’t change much. He’ll have different combo ending options, but that’s about it.
CRAIG MARDUK

Strengths: Above average HP (1050), long hitstun overhead (+8) that is safe on block (-1), hard knockdown on finisher, reliable anti air, grat crossup with j.mk, big damage, long range and heavy hitting pokes, fast and low jump arc
Weaknesses: Poor reversal/escape options, limited tag out options, barely any normals with frame advantage, slow walk speed, large hurtbox making him susceptible to being crossed up easily, poor footsies, poor air to air normals, fast and low jump arc
**Best partners: **Law, Dudley, Julia, Jin. Ideally, any partner with good footsies/rushdown and a decent reversal.
Raw Tag Punish:
cr.hp, CADC forwards, cr.lk, cr.mp, hp gator slam : 322 damage
st.hk/hp, ex double leg takedown, cr.mp, hp gator slam : 422 damage
st.hk/hp, ex double leg takedown, st.mp~down.hp target combo, cr.mp, hp gator slam: 456 damage
spinning backhand (back mp), northern lights suplex (Can combo, strict timing)
Hit Confirms:
cr.lp, cr.lp, cr.lp/st.lk/cr.lk > hk double leg takedown > hercules hammer (kick follow up) : 229 damage
cr.lp, cr.lp, cr.lp/st.lk/cr.lk > hk double leg takedown > mount mongolian chop (punch follow up) : 199 damage
st.hk/hp, ex double leg takedown, cr.mp, hp gator slam : 422 damage
st.hk/hp, ex double leg takedown, jab body (far mp, down hp), cr.mp, hp gator slam: 456 damage
Overhead Combos:
mongolian chop, st.mp, double leg takedown, (punch or kick finisher)
mongolian chop, st.mp, EX double leg take down, jab body (far mp, down hp), cr.mp, hp gator slam
mongolian chop, mp~hp chain, super/cross art
mongolian chop, st.mp, Launcher
mongolian chop (TAG) ABC Launcher (most characters with a quick light attack can achieve this, unsure of the frame data)
Tag Cancel Combos:
Marduk has an incredibly fast and short jump arc, which with many characters specials allows him to tag in and hit with his j.hk for a ground bounce, typically long lasting specials that hold the opponent for a longer amount of time. Examples of this are Law shaolin spin kicks, multi-hitting/high juggle DPs, Jin’s Median Line Destruction, Yoshimitsu windmill etc. If done with the right timing, the ground bounce can be followed up with a neutral jump hp to cr.mp/st.hp to hp gator slam, leading to some monster damage.
Example:
(Law) st.hp, mp.fury fist rush, cr.hp, shaolin spin kicks (Tag Marduk) j.hk, nj.hp, cr.mp, hp.gator slam: 521 damage
His tag out options are severely lacking, and if you’re starting with Marduk you’re best saving your meter and hitting launcher. If he’s tagged in and you wish to extend the combo back to your other character, use a chain combo into cr.hp to juggle and tag
Example (post launcher):
st.mp, cr.mk>cr.hp, (TAG)
Preferred Team Position:
Anchor. His only real reversal option is EX grab, and his big damage in combos is done with EX double leg takedown so he’s best coming in with a couple bars to keep his options open. As an anchor his job needs to be set up for him. So rush down or footsie heavy characters that can get him in safely will scare the crap out of your opponent, especially on hard knockdown. His ability to yank people out of the sky will make them think twice about trying to pressure with jumps and crossup attempts, as it resets the situation in his favour.
If he’s opening, he can try and frustrate the opponent with his deceptively long reaching st.hp and st.hk. If your st.hp hits at mid range, you can hit hp again to finish a target combo and cancel that into any special. If the st.hp>hp target combo is blocked, you can CADC forward for pressure or back to get out. It is -5 on block if uncancelled, so while it’s not super punishable, you don’t do yourself any favours.
Cross Rush Post Combo:
st.mp, st.mp, cr.mp, hp.gator slam
Remove one of the st.mp if you feel it will scale too heavily.