I'm having a hard time with the deejay match up as Akuma. Deejay shuts down Akuma's vortex 100%, and Akuma has to play this match slowly and try to out-footsie Deejay and abuse Focus attack. Any tips? I know there is an unblockable on Deejay but aside from that?
Akuma can pretty much have his way at any time in the match. Although it doesn't matter too much how you play, it is usually a better idea to play defensively and punish anything DeeJay throws out. If you are going to air fireball, you should be doing jab air fireballs, and do them lower to the ground. That way DeeJay can't slide or safely ex sobat through them.
If the DeeJay is staying back throwing fireballs, just match them with your own + red fireball (watch your spacing on them though and watch the opponent's meter; you can get ex sobat'd real easily if you throw out bad fireballs). What will usually happen is that the DeeJay player will try to mix up sliding under and knee shotting over fireballs to close space. If you are at a range where a whiffed knee shot into one of deejay's low normals will hit, the better idea is to just wait and hit stand fierce as soon as you see deejay go into the air. It will stuff all of deejay's jumpins (inc knee shot) clean. Don't get roped into DeeJay's fireball game (i.e. They throw a fireball, you jump over it or neutral jump, they walk up and hit you with something). Manage your meter wisely, always keep a meter for (late) ex air fireball to keep yourself out of that situation.
At a closer range Akuma's normals pretty much shit on DeeJay's. Akuma can low strong or crouch fierce a knee shot on reaction, and on the ground Akuma's stand fierce, stand roundhouse, and sweep are very hard for deejay to deal with. That being said don't spam them, as DeeJay can (although it has to be predictive) slide under them, or for the sweep, short sobat over it.
In terms of blocked specials, #1 mistake i always see is Akumas trying to punish a blocked short sobat with sweep. It is an unsafe special, yes, but sweep doesn't punish it. Low forward into fireball or low strong into tatsu is a better option (especially low strong as that would stuff any potential followup from DJ). Its -5, -7, -9 and -8 for short, forward, roundhouse, and ex versions of sobat kick respectively. So while sweep will work for all other versions (unless it is extremely well spaced and that is difficult due to Akuma's maneuverability), it won't work for short sobat.
If you get the knockdown on DeeJay i would say 90% of the time do an empty demon flip into low. DeeJay's core weakness in this game is that he has
NO answer for meaty low attacks, so that grants you free pressure. I assume that you are probably having trouble because you are trying to run a standard vortex game on him and are getting upkicked all day. Abuse Akuma's walkspeed and go for throw mixups after initial crouch pressure. If you vary your throw timing It is especially effective against DeeJay since his slow shorts makes it incredibly hard for him to tech throws properly.
If DeeJay gets the knockdown on you there isn't really much he can accomplish to get major damage. His "vortex" isn't really a vortex at all and more of a will/won't crossup type of scenario. It leads to low damage, and is frankly very easy to see due to his floaty jump. Teleport will help you the most there (you can even mix it up with the directions) because DeeJay cannot do anything about it without charge, with charge it requires a
hard read which forgoes any type of potential pressure, and is still incredibly hard even if you have the charge. Put it this way: I'd say about 80% of the time you will get away with it free. For the 20% that the DeeJay player is anticipating it, 10% of the time they will either try to walk up and press a button to punish it (you will have recovered in time) and the other 10% they will just ex sobat you. (60dmg on your end, you go flying fullscreen, safe and away from any sort of continual pressure, neutral situation thereafter) Frankly the risk/reward is pretty much in your favor, just do it (tm). You have a DP too btw.
In terms of pressure and blockstrings DeeJay actually doesn't have a safe blockstring (outside of low jab > low jab). DeeJay does have a decent forward walkspeed though, so if you do freeze up he can catch you sleeping, but it is something you should keep in mind. If you are out of his low jab range you technically are in the clear.
Honestly though for the most part Akuma can with without any major adjustment outside of his knockdown mixups not including the high component. He completely outclasses deejay and the amount of effort required to win against akuma with deejay far outweighs the amount of effort required to win against deejay with akuma. You have the better character, don't respect him, you don't have to. The more respect that character the more chances you give him. As a DeeJay main that is probably my biggest gripe with any type of win i may get: if you respect me too much you make my life
way easier. DeeJay isn't good, stop treating him like he is.