Sup fellows, just stoping by to share some findings:
1. s.3 xx ES [MB] combos everytime against non-flying characters. That's right, there's no need to do J D+3 beforehand for it to work against this type of characters. It might not work consistently in the corner due to spacing.
2. Venom [MB] IS NOT +6 on block. After testing against Flash's Flying Uppercut (i6) I found the second charge of Venom [MB] is around +2~3. I was able to do a d+1 (i7) follow up, but it hit Flash airborne meaning Flash's special had time to startup; if it truly was +6 it would have hit on block. I also tested with DD's second fastest attack s.1 (i10) and it was beaten by Flash's FU everytime.
3. 1 1 2 and 1 1 3 block advantage seems to be wrong by 1 frame. Same testing scenario I used for Venom [MB]. They are listed as +3 and +2 on block respectively, when in reality they are more like +2 and +1.
4. F3 / F3 [MB] is looking like a corner pressure replacement. Since Venom [MB], and his go-to strings aren't actually as advantageous as initially thought, F3 is a good substitute to pressure. In the corner the pushback when blocked is reduced leaving DD in great position to do whatever mix up he pleases: strings, d+1, d+3, ES, Venom, Supernova, etc. And if it isn't blocked you can do: J D+3, 2 3 D+1 xx Supernova for 32% as follow up.
Obviously DD lost some of it's perceived strenght, but is not a big hit. What worries me is what NRS has in store for him in terms of ES. Let's be honest, they will tweak that attack sooner or later. IMO, the best fix without making it useless is changing it into a non-knockdown attack.