Ultra changes for Deejay

not sure if this been posted up but i will do it anyway

source: http://www20.atwiki.jp/ssf4/pages/4033.html

ディージェイ

遠中P:発生7F→6F
遠強P:持続でカウンターヒット時浮く
屈弱K:発生5F→4F
屈中P:判定強化
屈中K:ダメージ70→80
屈大P:判定強化
エアスラ:削り12→15
弱ソバット:ガード硬直-5F→-3F
ソバットフェスティバル:前進距離大

My translation(could be wrong):

Far mp: start-up 7f>6f
Far hp: counter hit will always float (not only the first active frame)
Cr. lk: start-up 5f>4f
Cr. mp: increased hitbox
Cr. mk: damage 70>80
Cr. hp: increased hitbox
Air slasher: something?? 12>15 (Im guessing chip damage?)
Light sobat kick: blocked -5f>-3f
UC1: increased range

Wish they could make far hp hitbox a little bit more horizontal, still cant really see it being used in ultra.
4f cr. lk <3

these changes have been posted already. still no reversal.

It’s confirmed. Deejay is a joke character. He’s the black Dan

Except that Dan has a true reversal that’s FADC-able

and dan can actually pressure opponents

starting to think the LK sobat -3 is enough.

fix defense with offense seems to be the trend with capcom.