I don't use Iori. However I do play a lot against Iori players though.
It seems that Iori is almost always used as the vanguard. No surprise as he builds momentum very well. If Iori is able to take out about 1.5 characters, smart defense will often net you the victory. Iori is really a great choice as a character to use when both sides have no meter.
Moves that can be QSed out. Qcb P, (first or second hit) Uppercut and

Kick.
For Aoi Hana, the 2nd hit should be used for juggle style moves/combos/LDMs.
Due to low frame count, Iori's stand C is 1337. It is in the same league of Kyo's, Kula's, Shingo's and perhaps Kim.
Done correctly,

p *2 can link to

A, albeit corner wise and useless as you want a non recoverable knockdown when you manage to corner the opponent.
Use his jump D as a reactionary anti air in conjunction with his flame pillar super and Dp C. Kills 80% of all aerial attempts.
This part is a bit fuzzy,
Yaotome has upper and lower body invincibilty depending on which button you use. A is upper and C is lower. His uppercut has the invincibility, but on the reverse though.
Down/stand b (pause), grab is a great trick.
After knockdown in corner, using the above and mixing along with stand D, down A,

A*3 or grab straight away works wonders. It makes you thankful that Iori does low damage this year. (although he makes it up with priority.)