Hmm, Deejay sounds reasonably better, although that seems more of a result of the direct nerfs of other characters.
As someone who plays Deejay, allow me to dissect these changes for no apparent reason:
[Normals]
Far st.LP's hurtbox around his arm is deleted, so it's more difficult to stuff it.
-Solid change, this will probably make it a good pressure tool for walking into people and stuffing stuff like Ken f.MK.
cr.MP's priority got strengthened, and deals more damage.
-Can't complain about this, cr.MP is already a really high priority move, did they give it more range? The damage buff is solid, makes his rather mediocre footsies better, and a better anti-crouch tech move (especially on CH).
Close st.MP's active frame got increased by 1f, so it's easier to use as an AA.
- This move was already a good anti-air utilized properties. Okay change.
Far st.MK is changed to be a 2-hit normal, and it got adjusted in damage distribution, in start-up, and in the total duration.
-No idea what they intended here. Far MK was an okay anti-air though, this could potentially be a nerf.
1st hit is cancelable, so combos such as cr.LP -> far st.MK -> specials and close st.MK -> far st.MK -> specials are possible.
- This on the other hand, could be REALLY useful. Deejay has a hard time translating damage off hitconfirms from further away.
Close st.HK, when hit on airborne opponents, will knock them out in the air.
- This move is really crappy. Can't see this being that useful.
And the 2nd hit of the move has pursuit property.
-Pretty slow move with poor priority getting juggle state? Well, can't hurt. Dunno how it will play out though.
Far st.HK's start-up got 1f faster, and active frame lengthened by 1f.
- Pretty decent, gives him a better poke. This move probably still blows though.
cr.HK's distance got shortened, but has more number of active frames, and will recover faster after active frames end.
- Mixed bag, on one hand, the length of this move was very useful for AA from very far away, although for similar distances he can still meet with j.HP. On the other hand, this move being safer could mean it might be useful in footsies and as an approach. This could also make it more useful for going under certain stuff.
Forward j.MK's pushback on hit is adjusted, so combos after crossing up with it got easier.
- This is a really good change, sometimes the pushback after j.Mk made it very difficult to get a good confirm combo going.
[Specials]
Air Slasher's recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher.
- Max Out really needed this, it was one of the slowest recovering projectiles in the game, I can see the Slide nerf for this alone, makes his overall game much stronger. The hitstun nerf is give or take, it seems like they just did that to keep the same frame advantage.
Opponent's attack will now be registered as a counter hit if you get hit out during the whole move, so if the opponent gets to jump in you will be in a world of hurt.
-OUCH, what was this for? Seems like a really weird, random nerf for the sake of changing things.
LK Double Rolling Sobat/Dread Kick's start-up got changed to 12f, and his lower body invincibility is lengthened as well.
- Good change, makes this move better for random pressure.
It's comboable from light attacks.
Its throw invincibility and airborne state are deleted.
-Well, okay! Can't really complain, not a huge nerf. If you were using this to beat throws, it was punishable on block anyway, so it was generally kind of risky to use.
MK/HK/EX version's 1st hit deals longer hitstun, so going for 1st hit of dread kicks (MK/HK/EX) -> FADC -> combo may be great.
-Neat, not that useful unless you have 3 bars and need to translate a random far hit into U2.
Machinegun Upper got increased in damage.
- Good change, Deejay lacks in the damage department without U2.
For Jacknife Maximum (Up Kicks), LK's damage is increased, and is completely invincible until active frames end.
- This improves this move as an anti-air, probably won't trade EVER.
HK and EX versions' hitbox is adjusted in order to prevent it from whiffing some hits after connecting it.
- Good change, EX Upkicks whiffed a lot to begin with...
[Ultra]
U2's recovery is reduced as much as possible.
-And this is a big daddy of a change, along with the easier landing of this, the move itself has almost NO frame advantage for a knockdown, you get pretty much no pressure and it leaves you right next to someone. This makes fighting someone who beats you in an up close game a huge pain and also will give you a better chance of setting something up after the KD. Good change.