All of Gato’s normals are useful depending on his position in a match. I’ll just go over each one and you can then put them to use however you see fit.
-stand close/far :snka: = Stand far:snka: is the fastest overall poke with decent range for it’s speed. The close stand :snka: does his elbow animation hit. It has less range than the far stand :snka:. Mainly used to end a block string or continue pressure from a block string. Both versions you can FC on hit/block so it lets you continue pressure easier. You can combo from both versions into his :qcf: + :snka:, :r:x2 + :snka:. The far version might whiff if you aren’t close enough but still do his far stand :snka: animation. Can link the close stand :snka: version into his :qcf:x2 + :snka:/:snkc: super as well.
-close/far :d: + :snka: = Both versions have the same animation. Less range than the stand close/far :snka: version but still pretty fast. You can combo from the close :d: + :snka: into his :qcf: + :snka:, :r:x2 +:snka: special or link into his :qcf:x2 + :snka:/:snkc: super. You can also FC both versions on hit/block.
-stand close/far :snkb: = Great range and decent speed. Can FC both versions on hit/block. Can combo the stand close :snkb: version into his :qcf:X2 + :snka:, :r:x2 + :snka: or :qcf:x 2 + :snka:/:snkc: super. The stand far :snkb: version you can combo into his :qcf:x 2 + :snka:/:snkc: super.
-close/far :d: + :snkb: = Close version has great range and one of his main openers. So you can either do close :d: + :snkb: into :dp: + :snkb:/:snkd: or link into his :qcf:x2 + :snka:/:snkc: super. The far version is good for beating out certain specials and even supers. Only draw back is you can’t FC both versions at all on hit/block. It doesn’t really matter because it has quick enough recovery from it to be safe on block.
-close/far stand :snkc: = Good range from the far version. Good for beating out certain normals/specials at the right distance. Can only FC the stand close :snkc: version on hit/block. Can also combo the stand close :snkc: into his :qcf:X2 + :snka:, :r:x2 + :snka: or :qcf:x 2 + :snka:/:snkc: super.
-close/far :d: + :snkc: = Both versions have the same animation. Both versions you can FC from on hit/block. Both have good range. Can combo the close :d: + :snkc: version into his :qcf:X2 + :snka:, :r:x2 + :snka: or :qcf:x 2 + :snka:/:snkc: super.
-stand close/far :snkd: = The stand far :snkd: is kinda slow so I woudn’t really use it. You can only FC it on block. The stand close :snkd: version is great because it lets you combo from it pretty easy. It hits two times but you can only FC on the first hit. You can use it for things like meaty stand close :snkd: so the second hit hits them on wake up. Then you can either go into his :d: + :snkb: or super after it.
-close/far :d: + :snkd: = Like already mentioned it isn’t the best thing to use. It comes in handy if you know for sure you can land it. Has the best range from all his other normals but comes out pretty slow. You can’t FC it at all on hit/block.
-His best air to air normals would have to be :snka:/:snkc: = I tend to use both depending on the position I’m in the air. The :snka: version comes out faster and sticks out longer.
-:r: + :snka: = It’s an overhead and comes at a decent speed. If you land the :r: + :snka: it’s a free super if they don’t know how to escape it. You have to hit till it hits so you can then super them. It creates a 0 frame unblockable situation but again it’s possible to escape it. Use this for high/low mixups to create openings.
-:r: + :snkb: = His upward angle kick that comes out pretty quick. It’s hard to react to this unless you know it’s coming. Can be used as an AA from the right distance. Use this every now and then to catch people off guard.
-:d: + :snka: + :snkb: = Second best in the game next to Kevin’s. Really good for AAing jump ins. Can also use it for combos. Can only FC this on hit, not block.
Just experiment around with his normals. Everyone uses Gato different so just use what works for you.