MATCH-UP STRATEGY
This isn't CT, don't waste your time shaking out the ice.
Ground to Ground
On the ground Jin approach tools are his 2A/2B/5B or a space out 5C.
It's safe to assume that he's always going for 2B so only attempt to parry on reaction to 5B or 5C. If you ever though Makoto's mix up game was horrible then take note to Jin's non-existing one outside of his overhead (which speed is only beat out by Bang's 5C). On block just go straight into 5A to punish it.
On offense you can fight him more or less like a character without a DP unless he has meter and or near a corner with 25 heat. The risk vs reward on his DP's is horrible not to mention you can bait out his C/D DP by canceling into 3C when he IB's. Against his D DP you can also 3C his second part of it.
What Jin specialty is frame traps, pressing buttons without certainty is just going to get you carried to the corner. Note his options are during moves like 5C and 6C for example.
On 6C he can dash cancel (on IB you can punish with jab, on normal just block), cancel into ice sword(On IB'd 6C you can 3C punish the sword), cancel into his DP's (3C will make them whiff and punish them as well as voiding their chance at RCing their mistake) or stay neural (you can punish that as well on IB).
5C it's more of the same except for 5C > 2D, on a IB 5C you can barrier cancel a dash to get closer making 2D whiff or at the least block anything that could come after 5C. You may be even get close to make an ice sword whiff in which you can 5C punish.
Keep in mind that a lot of his normals are jump cancel-able even when blocked which leads to this.
Ground to Air
First off your own air to air is horrible outside j.B and IB j.B so it's best to stay grounded.
6A works great against his aerials, go for a parry if he tries j.B too often, after a blocked 5B of his expect them to try to cross up you with his Ex ice swords which in that case just block in the same direction. against a far range j.C just block, not like you can hit him with anything outside of BBS and he can only gain something from a CH.
On a finally note expect to see Ice shenanigans.
Situational/Variant combos:
Parried j.B: 5A/2A or Dash 5A/2A > 5B > 2D(1) > 5CC > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6200+)
Forward grab: B+C > 214A~A > 5CC > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6000+)
CH 6C: CH 6C > 214A~A > 5B > 6A > 2D(3) > 2366A~D > 214C~D > 214B~D > 6A > 5D > 2366A~D > j.7D > 2366A~D > BBS (6500+)
Inferno divider DP C punish: CH 5C > 2C > 2D(3) > 2366A~D(3) > 214C~D(3) > 2366A~D(3) > 214B~D(3) > 6A > 5D(3) > 2366A~D(3) > j7.D > 2366A~D(3) > 632146D(3) (7300+)
DP D punish: 3C > 2C > 2D(3) > 2366A~D(3) > 214C~D(3) > 2366A~D(3) > 214B~D(3) > 6A > 5D(3) > 2366A~D(3) > j7.D > 2366A~D(3) > 632146D(3) (7500+)