Gato's anti air options include: Stand A, qcb p's b follow up, qcb k's b follow up, kick super, F+B and back hop D.
If Gato is forced on the defensive, he is very prone to losing. He has only his kick super (and it is not 100% reliable) to get out of sticky situations. He is scary because he is offense oriented like Shen Woo but his offense is more "thinking."
Ralf is lousy... (then again I use Jhun/Kim too much that when I use most of the roster, they all suck to me.
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Yamazki against Goro/Ash. It may be wise to keep them at the tip of your down D range. Jump C when they jump. Jump D if they are on the ground.
Ash: If they go full screen fireball, your qcf punch can absorb/reflect ALL of his fireballs, supers included. Hop D can stuff his uppercut. Walk forward and backwards and sha/stand/down D the bugger. You may trade the fireball but he(or she ;p) is hurt more. The trade is to tell them; "Sorry but your fireball is not invincible."
Goro: Do more poking. (stand A/D, Down C/D and snake arms) Cancel Snake Arms often to make them waste their counter DM.
Do the run and pause super trick. It is a bit different from the run grab super. But pausing for a while, you play mind games. For e.g players may jump in anticipation of the grab super. You can counter with the anti air super. The next super can be the grab super. 2 supers = 60% damage? Of course this requires a fair bit of prediction.
The problem matches for Yamazaki are actually against K`, Beni, Malin, Kim and Jhun.