Now on to our sulking DLC victim, the claw version of Iori Yagami!
Reward Assessment: A+ Rank
Just to throw this out there, Iori is JUST shy of hitting the S ranks here. Without meter, his midscreen combos knock the opponent out of his favored offensive positions unless he sacrifices a bit of damage. With meter, he can get a hard knockdown and good damage from almost any combo thanks to his super juggle from QCB+C (although the level 1 super can miss at certain distances). The corner is a different story thanks to the added option of EX QCB+P, granting him both good damage and solid meter regain during it. His HDs are the star of this category, particularly with the corner, as his damage ranks well among the stronger characters from almost all starters. The Neomax giving him a hard knockdown afterwards is a good bonus. Overall, Iori has very good rewards for hitting, particularly with HD available, but if he is low on resources he can struggle to get the most out of his chances.
Neutral Viability: B Rank
A very matchup-dependent category. Iori's normals are as good as ever, with stand B and D providing a poke wall on the ground that is supplemented by his jump B and D for air wars. Stand CD has a Terry-style retreating-then-advancing hitbox, but it isn't quite as effective as a counterpoke. Sweep is fast but comes with notoriously horrendous recovery. For anti airs, his close C, crouch C, DP +A (or EX) when timed well, and even his standing kicks can keep his space clear. His movement speed is very fast, with a very fast run, extendable backdash (with back+B), and fast-moving jumps at all arcs. It's against characters with similarly strong poking games,good projectiles, and/or good anti-hop kits that Iori can struggle to find his space. He can struggle against strong zoning since he has to spend meter to attack through projectiles (EX QCB+K or EX Super). While his buttons and strong mobility make him capable at neutral, he is primarily looking to go on the offensive if possible to maximize his rewards from successful hits.
Offensive Viability: S- Rank
Iori's close game has always been strong, and that has not changed in this game. With his (safe) 3-frame close C, he has a strong close button that doubles as a deterrent to jumping away from him. Add his great run speed, very fast air speed with great aerials for all purposes, and solid hit confirm game (forward A being the main tool from both crouch B,A and close C) and you have a strong offensive threat. In blockstrings (depending on the matchup) QCB+C leaves him close-range at -2, which can be OK for him to keep going after with a close C. Just don't use it on grapplers. Just for good measure, he has a slow but throw-invincible command grab from which he can get combos, and can even HD combo from is his back is to the corner. His command crossup augments his mixup by being possible from a hop when the opponent expects a low, and just by being an ever-present threat from his air game. He also has an overhead that he can super cancel or HD from. It's a very potent offensive set that makes Iori the threat he is. However, again characters with good anti-hop tools can limit his offense a bit, because his low altitude makes him easier to wall out by characters who can control that space well. Still, a potent threat that is difficult to stop.
Defensive Viability: B Rank
A distinct weakness of Iori without meter is his complete lack of good wakeup options, as his only possible invincibility is against throws with his command grab, and against lows with QCB+C. With a meter he gets EX command grab (5 frames and leads to a combo) and EX DP (4 frames, but hits better in front of him than above him making it dangerous depending on the angle). His pokes can come in handy with their large hitboxes when he has to deal with pressure, and his close C can get him out of trouble if the opponent doesn't respect it (or tries to jump over expecting EX DP or command grab). Be careful with close C, however, as it CAN be baited. EX super is another 4-frame option that adds range to help with long-range punishes. EX QCB+P carries over the low invincibility of the C version, which can be used if you expect a low in your opponent's offense. Looking at it, Iori does have some viable defensive options, but each tends to cover specific options and he doesn't have overall strong enough options here, especially since he only becomes intimidating on defense if he has meter to access his best reversals/ be able to do damage and reverse momentum. Even with meter, there are enough ways around his defensive options that make him more vulnerable here.
One Chance: A+ Rank
Iori's damage and hard knockdown/mixup potential make him a very scary character in big meter situations. However, depending on the matchup, he may struggle to find the chance he needs to make that happen.
Team Flexibility: A Rank
Point: Weakest position overall, but can work against characters that he can bully with his pokes/offense once he's in his range.
Second: One of the two choices he should go for. He'll get his super juggles available here and, in case he runs into a tough matchup, will have more possible reward to handle it and more options as well.
Anchor: The position where he once made himself highly popular, and with good reason. He maintains momentum well with his strong offense, enabling his comeback potential should he be tasked with making one.
Current Assessment: A+ Rank
Claw Iori is always capable of finding chances for his offense and damage to take over. He is solid enough in neutral and defense to always keep his chances alive, though he does not excel in either. With stronger meterless damage and/or options for defense or neutral he could have been among the absolute best, which he isn't far off from as is.
Reward Assessment: A+ Rank
Just to throw this out there, Iori is JUST shy of hitting the S ranks here. Without meter, his midscreen combos knock the opponent out of his favored offensive positions unless he sacrifices a bit of damage. With meter, he can get a hard knockdown and good damage from almost any combo thanks to his super juggle from QCB+C (although the level 1 super can miss at certain distances). The corner is a different story thanks to the added option of EX QCB+P, granting him both good damage and solid meter regain during it. His HDs are the star of this category, particularly with the corner, as his damage ranks well among the stronger characters from almost all starters. The Neomax giving him a hard knockdown afterwards is a good bonus. Overall, Iori has very good rewards for hitting, particularly with HD available, but if he is low on resources he can struggle to get the most out of his chances.
Neutral Viability: B Rank
A very matchup-dependent category. Iori's normals are as good as ever, with stand B and D providing a poke wall on the ground that is supplemented by his jump B and D for air wars. Stand CD has a Terry-style retreating-then-advancing hitbox, but it isn't quite as effective as a counterpoke. Sweep is fast but comes with notoriously horrendous recovery. For anti airs, his close C, crouch C, DP +A (or EX) when timed well, and even his standing kicks can keep his space clear. His movement speed is very fast, with a very fast run, extendable backdash (with back+B), and fast-moving jumps at all arcs. It's against characters with similarly strong poking games,good projectiles, and/or good anti-hop kits that Iori can struggle to find his space. He can struggle against strong zoning since he has to spend meter to attack through projectiles (EX QCB+K or EX Super). While his buttons and strong mobility make him capable at neutral, he is primarily looking to go on the offensive if possible to maximize his rewards from successful hits.
Offensive Viability: S- Rank
Iori's close game has always been strong, and that has not changed in this game. With his (safe) 3-frame close C, he has a strong close button that doubles as a deterrent to jumping away from him. Add his great run speed, very fast air speed with great aerials for all purposes, and solid hit confirm game (forward A being the main tool from both crouch B,A and close C) and you have a strong offensive threat. In blockstrings (depending on the matchup) QCB+C leaves him close-range at -2, which can be OK for him to keep going after with a close C. Just don't use it on grapplers. Just for good measure, he has a slow but throw-invincible command grab from which he can get combos, and can even HD combo from is his back is to the corner. His command crossup augments his mixup by being possible from a hop when the opponent expects a low, and just by being an ever-present threat from his air game. He also has an overhead that he can super cancel or HD from. It's a very potent offensive set that makes Iori the threat he is. However, again characters with good anti-hop tools can limit his offense a bit, because his low altitude makes him easier to wall out by characters who can control that space well. Still, a potent threat that is difficult to stop.
Defensive Viability: B Rank
A distinct weakness of Iori without meter is his complete lack of good wakeup options, as his only possible invincibility is against throws with his command grab, and against lows with QCB+C. With a meter he gets EX command grab (5 frames and leads to a combo) and EX DP (4 frames, but hits better in front of him than above him making it dangerous depending on the angle). His pokes can come in handy with their large hitboxes when he has to deal with pressure, and his close C can get him out of trouble if the opponent doesn't respect it (or tries to jump over expecting EX DP or command grab). Be careful with close C, however, as it CAN be baited. EX super is another 4-frame option that adds range to help with long-range punishes. EX QCB+P carries over the low invincibility of the C version, which can be used if you expect a low in your opponent's offense. Looking at it, Iori does have some viable defensive options, but each tends to cover specific options and he doesn't have overall strong enough options here, especially since he only becomes intimidating on defense if he has meter to access his best reversals/ be able to do damage and reverse momentum. Even with meter, there are enough ways around his defensive options that make him more vulnerable here.
One Chance: A+ Rank
Iori's damage and hard knockdown/mixup potential make him a very scary character in big meter situations. However, depending on the matchup, he may struggle to find the chance he needs to make that happen.
Team Flexibility: A Rank
Point: Weakest position overall, but can work against characters that he can bully with his pokes/offense once he's in his range.
Second: One of the two choices he should go for. He'll get his super juggles available here and, in case he runs into a tough matchup, will have more possible reward to handle it and more options as well.
Anchor: The position where he once made himself highly popular, and with good reason. He maintains momentum well with his strong offense, enabling his comeback potential should he be tasked with making one.
Current Assessment: A+ Rank
Claw Iori is always capable of finding chances for his offense and damage to take over. He is solid enough in neutral and defense to always keep his chances alive, though he does not excel in either. With stronger meterless damage and/or options for defense or neutral he could have been among the absolute best, which he isn't far off from as is.