Lighter jump attacks have very little hit/blockstun. When you land after a light jump attack, your opponent has usually already recovered but you’re helpless for 4 frames*. This is a recipe for getting thrown. So if you do a light jump-in, prepare to tech the throw.
*the recovery also applies to Akuma’s demon flip palm and dive kick, even if it doesn’t look like that. If someon whiffs one next to you, mash grab. A missed flip throw has an epic 17 frames of grounded recovery - if you’re quick, you can raw ultra that or just go for a big combo or sweep after fetching a cup of coffee.
Dee Jay’s wakeup gets murdered by crouching light kick as far as I know.
Mash the stick in both low directions, keeping it low. Press punch button as late as possible to autocorrect the DP. If they’re using a setup it may not work. Many setups are specifically designed to make DPs whiff.
Don’t mash reversal all the time. There’s points in most pressure strings where you can break out. Identify those and then start your offense/break his pressure. Typical not-so-damn-risky reversal options include crouch jab and crouching light kick. The downside is that you have to do them at the correct time because they have no invincibility frames. Say, Ryu or Akuma is punching you with crouching medium punch, and you’re blocking them.
It looks like this:
B=You’re in blockstun
F=You’re free to do stuff
A=The second medium punch connects
BBFFAA
Two frames between the punches is obviously not enough to connect even a low jab - the jab is only active from the third frame. The gap is enough to mash a shoryuken through - the invincibility makes sure it’s the dude punching you that gets hurt - but that obviously risks him baiting you and blocking instead of doing the second punch, in which case you just fly skyhigh and get murdered.
Another layer that gets added onto that is when to throw tech. Because if you just block and never press buttons, you’re going to get thrown. If you try to tech, well, the frame trap can eat you because throws take 3 frames to start, too.
So no obviously correct option for that, but usually blocking patiently and looking for openings is the right way to deal with pressure, and frame traps especially. If the opponent never baits your mashed shoryukens, do it. Recognize that it’s usually bad, but against that player, do it.