Stuff I posted for the Arakune's;
5A
-This move is hella fast/prioritized
-Combos to 3-4k
-Gatlings to just about anything
Highest Danger; Getting hit by it, Tick Grab, Gatling to low jabs or overhead
Summary; You aren't going to beat this move on reaction, and it will more often than not go through your jabs and pokes. I don't know enough about Jin to say what you should do about it, but if anyone has any suggestions I would be very appreciative. At a glance I would say if you're point blank with Bang this is most likely what's going to be on Bang's mind, so watch out.
On block, Bang will be looking for a couple things here;
Overhead
Low jab
Tick Grab
The problem for you is that these seamlessly flow together incredibly easily. If you're scared of the low jab, the tick grab and overhead are high threat. If you're scared of the tick grab, you may get blockstrung into a low or eat the airunblockable aspect of the overhead (!!! WAIT, His overhead is airunblockable?! Yeah guys, if you jump out of Bang's pressure, hold barrier or you're gonna eat a whole combo for nothing). Finally, if you're scared of the overhead, you're not blocking low for the non-reactable low jab and you're also not jumping out of the tick grab.
This is Bang's most vicious guessing game. Jin's B DP should be pretty good if you ever see him stop doing things, if he's close, because there should be a 5 frame gap between just about anything if he pauses, whether he already threw the overhead/long low, or was going to dash to reset the pressure. If you are confident in your reads/reaction time, you cooould counter super, but if bang throws 2A or 6A you eat shit for 50 meter..
2A
-Most of the same problems as above
-Has no jab it can gatling into
Summary; Similar dangers as 5A, It can gatling into tick grab, overhead, and even into itself, so you have the same sort of guessing game going on. However, unlike from 5A, you only have to worry about one low, if you successfully block the second low in a row the scariest part is over. Most commonly after a 2A, Bang will command grab, move to 5B or try to dash in and reset it to 5A.
5B
-Another fast poke
-Farther range than 5A
-Higher damage, but roughly half as fast
Summary; There's probably a couple things Jin can do about this one, it's significantly less dangerous overall. However, it's a great poke, so if you're just outside of 5A, this is going to be incoming. Thankfully for you, Bang can't gatling this to a low jab, so IF MAX RANGE, you can IB Counter Super if your inputs are sick shit, since at max range the only thing Bang can do to keep pressure is 5B 2B Dnails etc. Interrupt at 2B and you're golden. If close range, Bang likes to overhead or slow low, so super counter is liable to get you raped there. If close range, you can certainly reversal though, just careful for getting baited.
2B
-Long range poke
-Most commonly used as filler, because the only way to get any sort of pressure off of it is to use nails
Summary; This move has extremely little danger attached. The reason, here, is that it's CRAZY popular for Bang to jump cancel 2B and use Dnails. IS THERE ANY ALL ENCOMPASSING JIN ANSWER TO DNAILS?
2C
-Logical next step from 2B, but non-jump cancellable
-Much safer on block than it used to be, coupled with the fact it can gatling to 623B. If the Bang you play always 2C > 623B's, free as hell super counter with good fingers.
5C
-Overhead
-Usable from 5A, 2A, 5B
-Airunblockable
-Active above Bang faster than it's active in front of Bang, so for the love of god don't try to jump out of this TOWARDs him, Lol
-Jump cancellable on hit or block
Summary; Understand it, respect it, hate it, deal with it
A trick of my own is to Dnails off 5C, so don't ever let up your mental defense just because 5C landed or you blocked it, you might be right back in pressure.
6A
-Tricky low
-Usable from 5A, 2A, 5B, 5C
Summary; If you think you're really good at blocking the overhead, the Bang you're playing against probably hasn't been utilizing this correctly. This is the sub-move that makes 5C a lot more scary. It prorates A LOT better than 5C too, so respect it.
6B
-Tricky high
-Usable from 5A, 2A, 5C (IIRC)
-Most common use, double overhead from 5C
623C
-Command grab
-Very short range
-Fantastic conditioning tool
Summary; This makes your life suck. Really. To be able to use it, Bang has to dash in before his normals during a pressure string (Most accomplished by Dnails) and on wakeup situations on a neutral tech it's very high threat too. So, you see Bang dash in, you try to jump out, right? Well, if he's an intelligent bang, off of Dnails, he's going to go right to d5A > 2A, and if you stop right there you already got hit low for trying to jump out. A disciplined bang will take the 2k damage (2A prorates HORRIBLY, at least you have that going for ya) and put you back on wakeup until you respect the 2A, and THEN he will try to actually make the command grab hurt. So it's not as simple as just jumping out.
I dunno, reversal well?
Those are his most dangerous grounded aspects.