New to dee jay. question about jump ins

I recently started playing Dee Jay after playing as Gen for the past while. Reading through the forum here I’ve noticed that many combos start with a j. hk. I’ve tried mixing it up with the knee shot but I still can’t tell when it’s safe to jump in with the hk against characters with good anti airs. What is the idea behind jumping in safely to start a combo?

Also, when trying to AA with no charge what do you choose? Do you go with st. hp, st. mp or standing hk? Just looking for a consensus on that one.

  1. Learn safe jumps

St. HK is my no charge anti air personally…

DJ has over 10 anti airs. They are all situational and character specific.

I wasn’t aware that they were character specific. I guess I’ll just see what works as I go.