Now to add some comments of my own!
First off, you guys are damn solid for just starting out, but here’s a few general things you need to work on:
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Step up yo breakshot game! This isn’t as big a deal with Mai, but Terry & Rick in particular have awesome breakshots, and Yama’s are decent as well.
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Use the line shift in defensive situations. Not too often, mind you, but it helps at times. Same goes for tech rolling into the background (up+D).
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Punish your opponent’s line shifts. Mix up standing and crouching D here since it’s a high/low - the standing D leads to more damage with everyone except Geese. Also, if the opponent loves to attack from the background, hop straight up and punish with a j.C combo!
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Use more A+B attacks. With upper-body invincibility, they work well against most air attacks and standing pokes (e.g. Yama far C). Beware of air moves with long downward reach, though.
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Wait until the opponent lands to punish anti-air specials/supers. Seriously, they all have MAD landing recovery in this game, so you can get your strongest B&B ready.
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If the opponent likes to use random P-Powers, wait for them and mash the line shift once you see the super flash. Mai, Rick, & Terry all have P-Powers which are safe on block, but vulnerable to a backplane C combo if you dodge them.
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Bait Mai’s rising attack! Projectiles are the safe option, but you should go for a big jump-in combo once in awhile.
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Patience, patience, patience! Remember, there’s a huge window of throw invincibility, so normal throw ticks don’t really work (though command grabs are still good since you can cancel a dash into them). Thus, you can afford to wait until there’s a clear-cut, advantageous situation. The line shift also allows you to avoid traditional fireball games, as mentioned in my last post. This game is kinda like SF2 in this sense - you need to keep doing the “little things” to get yourself into your character’s ideal range/position.
And now, some more specific bits…
XAQ: I really like your Mai already, though I don’t have anyone to compare you to really. I see you combo A-B xx super; you can actually chain the 3C launcher and combo that into either super for a bit more damage. Also, in her B&B that ends with a j.C knockdown, you can instead finish with j.B xx dive for no knockdown but a little more damage. Kinda have to delay that to make it connect, but it’s not hard. And if if you hold the button during the P-Power and it gets blocked, you actually have frame advantage; I’m not sure, but it looks like you could do a standing A string afterward.
Sp00ky: Ghostpilot already gave you a bunch of quality advice, so I’ve just got a few extra things to add. After the crouching B-C, you can chain 6C for a bit of extra damage; easy to hit confirm, and useful outside the corner since the DP won’t combo. Whiffed qcf+A into throw is pretty decent, kinda like the old-school Blanka ball trick. 3A-4C is a pretty good string: +1 on block even though it doesn’t look like it at all, and the 4C has the same properties of the A+B. And here’s a hella flashy trick with his f+A overhead: Kara into the dodge, then cancel that into a crouching B-C combo. Ghetto high/low!
Deathscythe: You (and Ken, come to think of it) landed a lot of close C’s and did nothing with them. That normal combos into jab Burn Knuckle (Fire Kick also works as long as you KNOW you were close enough) or even the P-Power. Crouching A-C also combos into the P-Power, so make use of that! Crack Shoot gives you frame advantage on hit, but disadvantage on block; it’s his most reliable move to combo when the opponent is crouching, as you seemed to figure out later in the set.
Ken: Not much to say since you were only in a couple matches and Terry has already been pretty well-covered here. It would be cool if you played Joe since I hardly know anyone who mains him, but that’s for you to decide obviously.
Kilvear: You have the basics of Yama down pretty well already. However, I never saw you use one of his most important tools: the d/f+A! This is the single fastest normal in the entire game, and he can chain C xx knife from it. Probably the hardest aspect of learning Yama, however, is his pressure game. It is potentially great, but difficult to execute. It involves frequent use of his Snake Fist cancel (perform the Snake Fist with B and cancel with D while still holding B), with d/f+A -> cancel being the most common example. Basically any heavy attack into the cancel gives you huge frame advantage and sets up all sorts of strings with multiple cancels and what have you. Search for “rb2 yamazaki” on Youtube to see what a beast this makes him!
That’s about all for now. I can’t even begin to tell you guys how excited I am that you’re getting into this game. Say, could I come up there for a weekend sometime? 
-Josh