FIX #5: Stop Throwing Out So Many Goddamn Moves (AKA Nothing Will Get You Killed Quicker Than Optimistic Stupidity)
This is another sin that Dee Jay players are highly prone to; specifically, throwing out way too many moves (particularly normals) in close quarters. I think the main reason for this is because they are so desperate to land a combo, that they accept the risk of predictable ambush and just hope for the best. The reasons why this strategy sucks are many:
a) Dee Jay's normals have notoriously poor block stun, so much so that an opponent can easily interrupt them with a special move (most commonly, a dragon punch) and floor your ass. Even the next move after a cross up Forward kick can be interrupted this way, so there's an inherent risk in any follow-up move you do after your first attack. This, of course, gets compounded when you start throwing several attacks in a row, giving your opponent lots of places to pound you with a (typically mashed) reversal.
b) Once you have been floored by a special attack, the opponent usually gains the advantage and you run the risk of having to get yourself out of a maul situation. Every maul situation you encounter inevitably increases your chances of losing.
In general, the more moves you throw out, the more predictable you become and the more options you give an opponent to turn the tables on you. Therefore, don't make a habit of doing this. As luck would have it, there's a video of Kitasenju, one of the most accomplished Japanese Dee Jay players, not following this rule early in a match and getting beat down for it after his third blocked normal (around the 28 sec mark). You'll see this kind of thing a lot when fighting shotos BTW:
So what does that mean for your attack strategy, since throwing single attacks at a time is unlikely to get you very far? My own rule of thumb is to never throw more than two attacks after a blocked jump in and, when doing so, only use moves that maintain a certain amount of distance between you and the opponent in order to prevent a maul situation. This is the reasonable compromise between too many attacks and not enough. It also provides you with few enough hits that, should one land, you won't lose too much due to damage scaling, either. Win, win.
Of course, the rebuttal to my argument above would be that, well, if they can interrupt Dee Jay's string after one blocked hit just as easily as four, what difference does it make? Mainly, it's all about probabilities - the more attacks you throw out, the more chances you are giving the opponent to interrupt, and the more you are broadcasting that you are predictably headstrong in your offense. So, if an opponent starts blasting you with a dragon punch right after your blocked jump in, go with the obvious solution: simply BLOCK and then blast them back with huge damage for their reflex response.
NOTABLE EXCEPTION: I have, on occasion, deliberately gotten hit in the early parts of a round with an opponent's interrupting special just to get them into the mode of thinking that they can always get away with this brain-dead tactic. Meanwhile, I am building my two meters for the death blow, so that the third or fourth time they try it (and they more than likely will, given that it worked so well the first handful of times), I instead block and proceed to fuck them up for about 400+ damage during their recovery. Even with long-term strategies like this, however, there is a certain amount of risk involved. So use such exceptions carefully and only when you are sure you can get away with it.
You heard it here first.
TLDR: DO use your attacks, but only do so in ways that are not predictable and easily countered (unless you can justify it with a longer-term strategy, such as the one mentioned above). Keep to only one or two well-placed moves during a blocked attack pattern and you'll maximize your chances of combo success while also minimizing the risk in your attack strategy.