To add on to what Epsilon said for Yun, besides duck xx supering whiffed dive kicks, parried dive kick -> s.HK xx Cork is good.
For Makoto, s.HP (and t.HP for that matter) is great in the matchup. Beats basically all her pokes, and stays out a decent amount of time, to hit some dash in attempts. s.HK is obviously also good for stopping dashes, as is t.MK. t.MK is good to mix in because s.HP and s.HK have enough recovery where she can dash -> throw after you whiff. t.MK, she canāt really do that because it has such quick recovery, you can throw out something else.
The (only) thing I find annoying in this match is Makotoās jump in MK. I find it hard to anti air consistently when using normals (s.HK doesnāt get high enough usually, and s.MK usually doesnāt have enough priority). So I wind up using a lot more EX Uppers then I usually do, but this is dangerous, because if she parries and lands, a free combo from Makoto can mean the round.
Oh also, backswing blow during her karakusa mix ups is good as long as you donāt abuse it and get predictable with it.
Jumping straight up can also work well, like after a whiffed s.HP or another slowish-to-recover move. If she tries to dash -> throw/karakusa, you get a beefy combo. If she jumps in, you have good air to air options (j.HP or j.MP), which should beat her j.MK, which is what most Makotoās are quick to throw out. If itās a good Makoto, you might have trouble with j.HK air to air, so if you start eating those, itās time to jump less.
For Remy, you just have to be patient. UOH over low LoVs, duck through high LoVs (cancel into super if youāre in range). Walk little by little and slowly drive him to the corner. Try not to jump too much. When you finally get a knock down, watch for flash kicks or c.LK xx flash kick ā Remy players love that shit, and if you get hit, it takes you all the way back outside. When Iām at close range, I try to parry a lot, because all his normal pokes except like c.MP lead to nothing, so one parried c.MK, s.HK, etc, will lead to big damage for you.