Being AD assassins they basically counter immobile long ranged casters in lane. So first of all I would probably avoid those matchups.
I know you can't always do that. But if you get such a matchup it is highly in their favour to begin with.
I haven't got much experience on Vel'Koz myself but this looks like a classic Morello+Zhonja core build will be the go-to build here.
Zhonja's is your bread-and-butter anyway or you won't survive on fights. Make sure to use that active to its full extent.
Consider tanky items: not RoA but Rylai's, GA, Guise..
Fearing an Ignite on their side, I would go for a defensive pick, neither Ignite nor Heal (Ignite will half a Heal and those guys beat you in terms of sticking power even with a 1 sec MS boost). Barrier is your friend against most assassins.
Especially against Zed, Exhaust can be worth even much more, (just drop it after his ult animation and it will deny tons of damage).
As such assassins are melee type, you can usually bully them early, (even if it's only pre3, depending on the matchup). A Talon cannot jump on you on level 1, a Fizz won't want to trade with you... If they transition to the point they can attempt to shut you down when they're already at low health, this'll help a lot. Goes without saying you can possibly establish a little gold lead before they get dangerous and be ahead in items after the first backport.
No point in hiding from the start.
If you haven't figured that one out yourself yet: while Yasuo can block some spells of yours, your ultimate is not a projectile as far as I'm aware.
Talon is a bit of a "stepping" practice, to my mind. You need to know his exact E range (the jump) and stay out of it at all times, basically. That's the only way he can really get you. Myself, I've grown into loving Talon matchups with ranged casters, they're quite fun. Do not let this guy get ahead in MoveSpeed too much so you can avoid him. On some champs like Ori I tend to even bring MS Quints on Talon matchups.
And two more general ideas against assassins:
- try not to die. Okay, that's obvious. But I mean it. If they're low, don't risk too much for a potential kill etc. They quite like snowballing.
- trade back. This is extremely serious. It's often forgotten in rather lower elos, though: it's not always smart to run like a chicken and scream until they're already back in base again. That Talon just jumped and hit you with his mean damage, now has to fear you turret or jungler? -trade. Even your autohits have range. Panicking won't win matches ;-) So as soon as it's safe again, use that safe time window after their bursts to punish them. They'll have to move out of range again, their jumps may be on CD... You want to be kiting. Not running. Right?