I'm having trouble stopping opponent's hop pressure. Normally with other characters I would use st A at hop distance to preempt hop attacks, but Iori's standing A and B are both kind of crappy... So for Iori I would use Cr C instead. However, Cr C is kind of slow and has a lot of recovery, so it has to be timed correctly.
How do you guys deal with hop pressures?
hmm i'm pretty bad but for me:
at the max range for an opponent to hop in on you, i think neutral hop j.B is good and neutral full jump j.D is kinda strong too or midscreen if the opponent is going in and you read that they're is going to hop at you and you want to stop them from advancing sometimes jump backwards j.B is useful (i think j.D might be better in very specific situations. maybe against run-ins cause it swings slightly downward? will have to play more.)
also midscreen or when cornered but the opponent isn't in there with you or basically whenever you have that breathing room, far st.D(5D) is definitely a very important option to be aware of as it controls a good amount of the space that your opponent wants to advance through. it can tag hops, runs, even walking forward players who aren't being mindful of the fact that iori is spinning around to kick them in the friggin teeth.. it definitely isn't to be thrown out to answer all your problems though as it does have some pretty size-able start up and is easily tagged by longer ranged low reaching attacks. plus despite being high priority you should be wary of the fact that you are still extending your hittable boxes into the other player's face and are susceptible to the ever popular ume-shoryu and random super blowups.
if both in the corner i like cl.st.C and cl.st.D mostly because
-A)they have (relatively) quick startup and can even be done somewhat late and still trade with harder jump-ins.
-B)you can also hold back or (4) to option-select high block while doing these in case a jump-in is already active and on top of you before your move can even start up for whatever reason (they did an early jumping normal or they pressed something with quick startup like kyo's j.B or you're just reacting kinda slow that day. whatever. its not important.)
you can try this with opponents jumping all over you midscreen too since cl.C and cl.D are good against most crossups but the whole "hold 4/lol block because you were slow to mash" thing doesn't work if they cross you up
also in the corner i like st.A because if you're both in the corner it tends to come out as the close version which can catch certain hop moves in start up, won't generally get blownup too hard if the opponent fulljumped since it recovers fast enough to let you DP (or yknow block...)as the opponent is coming back down with their whatever and is relatively more safe than pressing C or D but still not risk free.
sometimes you can also avoid certain jumping normals with cr.B or 2B since it lowers his profile enough to dodge even kyo's st.D. its far from fool proof, probably the exact opposite, but most of the time against moves like either of the iori's j.D or hop normals pressed too early you can tag the opposing player in their landing frames.
all of these options get blown up by some counter option by your opponent though and as far as i see it there is no general rule that safely covers all bases for you. you just have to understand you and your character's/and your opponent and their character's options and make educated low-risk(or high-risk if you're
that guy) guesses.
but then again i suck so i just posted all of this for no raisin. tl;dr