First off, I didn't even realize it was at 320x240 res. It looked perfectly fine to me.
1st video:
At around 48 seconds, you use 3 wind to do land a pumpkin hit and go into 5b 5cdc (after dashing). Only really needed two wind, and you could have spent the third wind on a 6c or j.3d j.b j.c combo or something.
You do the same thing at around 55 seconds, too. There's really no need to use two seperate wind for a set of attacks that all happen at around the same time. xD
You might not want to summon the pumpkin every time you land a 3c hit, either. There're lots of other things you can do instead (like 8d into an air combo or 9d into 6c j.c BBL). The pumpkin isn't a bad move, but it's not a good idea to do it every time you land that hit, especially since you don't always get all three hits, which allows your opponent to recover and easily punish the pumpkin summon.
Block the ice car. It's one of the easiest moves to see coming and block/insta-block and punish. Mind you, I'm horrible at insta-blocking, so that's something I need to work on, myself. ><
You can even punish an ice car after Jin's 5d if you know it's coming. 6a, 2c, and 236a will all counter it. 6b might, but I'm not really inclined to try forking an aerial attack, especially since you don't get any beneficial hitstun from it.
Final round was pretty fun to watch. xD Not sure if you knew this, but if you happen to summon a pumpkin after a 5cdc knockdown instead of a frog, you can dash and wind forward and do another 5b 5cdc (pumpkin hit will continue the combo). You can't frog them afterwards, but it'll push them towards the corner and allow you to deal some extra damage. You can still do a 236b -> BBL from that, too.
PanicKing grabbed you a lot and fired off a lot of unsafe ice cars. Try to get the throw-breaking down and blocking/punishing long range ice cars.
Edit:
Also, 5cdc on block is a bad idea. Once or twice might be okay, but, generally speaking, once the other player catches on, expect to be punished for it. You can follow it up with a 3c or 236a if they block both hits and don't retaliate, but neither is very safe on block, either.
And I see that you did start to throw break and punish the ice car in the other videos, so heh. :P
Nice job with the 5cdc 236b dash 22a combo, too. I hate that one with a vengeance. Inputting it is more evil than inputting the 3c (1 hit) 236a combos.
end edit
Haven't really looked at the other videos yet, but in response to your comment:
If he dashes after you, 6a is a good reaction. 2c is occasionally worth trying, but it's a pretty high-risk move. 236a9d works, too, and keeps them at bay, but it relies on them being a little ways behind you, as the startup takes long enough that a player who's tailing you tightly will almost definitely punish you for it.
The easiest time to make space is when your opponent backs off, or you've just finished a combo and he's hitting the ground (if he neutral techs or rolls away, you're set; if he rolls towards you either IAD back or go back to pressuring). If you have a pumpkin on the screen between you and him, you're basically safe to start zoning, though Jin's swords (and Nu's, to a far greater extent) will be irritating to deal with.
It's worth pointing out that you can actually just take on your opponent's followup IAD head-on, to some degree. For example, jump back and, if they follow you, just airdash forward with j.b j.c j.236a. If they air-tech that, you can often hit them with a 236b or a j.c JC j.c j.236a repeat. You can alternatively do a superjump back and fire off a j.236c (the most situational of the air lobelias, but handy for knocking people away).
These are mostly random suggestions, mind you, so play around with them and see what works and doesn't work on your own. :P
...Especially since I don't play enough good Jins to really know how to deal with him. xD
Might want to check out the matchup threads for more info on that.
random note:
I enjoyed hearing your "what?" and groans in your videos. xD I know exactly how it feels to drop combos and misinput stuff like that~.