Are you guys using the push-block (barrier) system? You need to make heavy use of it to keep combo "spammers" at bay.
I can't give you much advice since I'm very much a n00b myself at this game, Bebpo, and it all depends on the character you use. If I'm using Tager, I generally take a more plodding, patient stance and wait for an opening to do any damage. Half my life might be gone before I land the first hit, but once I get close enough, the damage is going to be done. Expect to take some combo strings with nothing you can really do about it. And whatever you do, DO NOT BURST unless you're down to no life remaining! You're going to not only lose your barrier, but also take a shitload more damage.
I was playing a match today against a combo-heavy Jin user. I got him easily the first round, but he came back and beat me down the second. Then he made the HUGE mistake of bursting early in the final round, and I took advantage of this by hitting Tager's 720 super grab on him-- He probably had about 60% of his life left, but because he bursted, that super killed him and ended the round.
When I use more nimble characters, I'm generally just all over the place at all times. This isn't Street Fighter; take advantage of being able to super-jump, double (or triple!) jump, air dashing, and all that good stuff. You're also going to need to find out which normals or specials work the best as anti-airs and stop certain attacks. I found out that Litchi's "dragon punch" staff throw is the best one in the game-- it stops pretty much ANYTHING, and has an extra hit when the staff comes back down. Arakunes, Ragnas, Jins, Tagers...doesn't matter, you jump in at me with any attack, YOU are getting hit in the face with the staff!