I'm fairly new so keep that in mind, but I'd like to try to help out anyways.
I-no
You're going to want to be pretty careful throwing out moves when she's got notes on screen as you will usually be the on getting hit unless both your move and your body will avoid the note. I also think that trying to avoid notes is preferable to blocking them, but I've only played 1-2 I-no's who used them well so idk how doable that actuall is. If you get cornered and have to block alot try using faultless defense to push her off of you and then try to poke her or jump out if possible. Also you want to choose your burst oppurtunities very carefully as it's a very important resource (in this match and a few of the others you bursted when the combo looked it was already over, or maybe the other person just read a burst and blocked I can't really tell).
Chipp
I read somewhere that c.S frequently will beat out a teleport>J.Attack and I've had some success using this my self, although the Chipp's I played weren't very good, usually I could get a CH with it which is probably possible to get a combo off of. I don't think you want to use sparrowhawk stance in this match as it seems to easy for chipp to just avoid it and get a free punish using teleport or just his naturally fast mobility. Again it looked like you bursted at a bad time.
Slayer
You knocked him down a good amount but it never really seemd like you capitalized on it. Most of the time it looked like you let him reset to neutral before throwing out a move. You can try using 2H/6H to make him guess/react between high and low, and then sometimes throw in a 63214S (or whatever thunder shadow chain is) or a 2K>S>2D. If you find yourself getting cornered try to use faultless defense to push him back so his next move will whiff and you can start some offense of your own.You can also try to DP to get yourself some space if you're sure he'll attack, or try using your parry which will give you corner pressure on him if you land it. After you land the unblockable projectile move you can RC into sparrowhawk and do something like S>K>S>K>S>K and then RC into sparrowhawk again, or do something else. This may not be the ideal use of meter but I noticed that you weren't really using the meter for much else and this is some decent free damage. When you landed throw>6K>2S you dropped the JC>air combo part which I used to do all the time until I started super jump cancelling it - makes it a lot easier to do imo. If he stays grounded don't let him use his advancing moves for free, 2P or 2H will stop most of his ground moves in their tracks (well timed dashses or dandy steps can dodge these however, so you still have to be sort of careful).
Ky
Again you got a knockdown alot but never really capitalized on it. He also got a few free Jump>Airdash>Jump ins from almost fullscreen. You've got to anti-air that with P, 6K, 2S into combo depending on spacing. If you get knoced down against Ky you're going to have to block low for awhile and try to push him off with faultless defense, and react to 5D/Greed Sever (harder to do online) as they are his only overheads I believe.
Zato-1
Couple of poorly spaced J.S that could have been punished I think, gotta be careful not to miss that when the other guy is in a position to punish you for it. I think invite hell will hit you if you try to 2P through it so be careful of that (I don't think you did this, just something I personally have done before). Maybe try playing semi-aggressively from fullscreen and harass him so he can't invite hell or summon eddie for free. I've played exactly 1 Zato-1 so I don't really know what to look for in this match.
Overall I think you could be a little more agressive, Axl's got some decent pressure that you could try applying, especially on knockdown. I have also read that 6P is pretty good, it gatlings into 2H and you can get a combo offf it on counter hit (plus its a standing low which is always nice) so maybe try to use that more as well. If anything I've mentioned is incorrect feel free to correct me, I'm trying to learn as well.