Swarm Queen Dvorah:
Pressure 5/5: Even with the f112 nerf, she still has some of the best run cancels in the game. She also has true 50/50s, which can be especially deadly in the corner.
Neutral game and footsies 5/5: Has some of the best footsie tools in the game thanks to her extended reach. Best D4 in the game, best d2 in the game, ridiculous reach on f22, etc.
Defensive Option 2/5: Has one really bad wakeup that doesnt lead into anything. Said wakeup can be used to armor through strings but requires precise timing and still leads to nothing. She never really has to worry about jumps though so I gave her a 2.
Zoning and Anti-Zoning 3/5: Although puddle can be punished it is still a great anti zoning tool as the trade is almost always in her favor. She cant really zone herself though.
Damage Output 5/5: Even after the nerfs she still has really good damage, especially considering she can convert off of almost anything. Honestly she still has some of the best damage output in the game.
20/25
Venomous Dvorah
50/50s and pressure 4/5: Still has 50/50s but the overhead option is unsafe against some characters even when OS'd. She has a true vortex in the corner and throws are even more of a threat in this variation, so Venomous pressure is still just slightly under SQ.
Neutral Game and Footsies 5/5: Same as SQ except all of her footsie tools do damage over time when hit. Still think she has some of the best footsies in the game, especially this variation. Would give 6/5 if I could.
Defensive Options 3/5: Same as SQ except her armor move leads to DoT, which makes it more of a threat to wakeup and/or armor through strings. Her D2 also does DoT so jumping is even more of a bad idea.
Zoning and Anti-Zoning 1/5: Puddle doesnt really trade favorably unless you EX it. She has absolutely no projectile in this variation.
Damage Output 3/5: She lacks the damage of the other two variations, but with venom stacks she can still drain life pretty quickly.
16/25
Brood Mother Dvorah
50/50s and Pressure 4/5: Similar to Swarm Queen except she cannot convert off of b1 and f22 run cancels, so her 50/50 game is weaker. She still has good cancels off of f11 though so she is about where venemous is as far as pressure goes. She also has pseduo-unblockable setups with krawler, although with practice they are easily defended. Still a good tool to make opponents respect pressure.
Neutral Game and Footsies 5/5: See the two above
Defensive Options: 2/5: Same as SQ
Zoning and Anti-Zoning 2/5: Has an actual projectile but it isnt that great. You dont want to use Krawler to zone as it has cooldown and leads to some of her more damaging combos.
Damage Output 3/5: Again does not come close to SQ, but with Krawler she still has a respectable damage output. Only problem is if Krawler is on cooldown her damage output becomes worse.
16/25
Kobu Jutsu Tanya
Pressure and 50/50s 4/5: Her pressure is great as she can always end in tele cancel to be +2, she has frametraps on most characters with EX Tonfa, and she can delay rekkas to make it difficult to punish them consistently. Only reason she doesn't get full marks is she doesnt have a true 50/50.
Neutral Game and Footsies 4/5: She has decent footsie tools with F4 and F2, and she can throw EX Tonfa to combo from midscreen and get pressure going. She has an ok time anti-airing as her d2 is alright and her EX Tele is pretty good as an AA. She can also low profile like most characters. Finally, even with the nerf, she still has the ability to teleport away or in for free(this might change if they remove the ability to cancel teles into a move upon landing).
Defensive Options: 4/5: Has a relatively safe armored wakeup and can armor through most gaps easily.
Zoning and Anti-Zoning: 3/5: Tonfa does ok as a zoning tool, builds a bit of meter but can be neutral ducked. EX Tonfa is a great anti-Zoning tool as any trade with it means Tanya gets a combo and gets in for free.
Damage Output 3/5: Nothing special after the nerf. In line with most other characters.
18/25
Pyromancer Tanya
Pressure and 50/50s 2/5: Doesnt really have mixups other than f3 cancels. Can end in tele to make everything safe still and can also cancel into EX shroud to blowup anyone trying to armor through her gaps.
Footsies 4/5: Has the tools of the other variations but has a better AA in shroud. It is quite consistent and can open up zoning opportunities. Doent work on crossups though.
Defensive Options 4/5: EX Shroud covers almost all the bases. Armored safe wakeup? Check. Can blow up frame gaps? Check. Can Anti-Air? Check.
Zoning and Anti-Zoning 4/5: Not as ridiculous as it was pre-patch, but still really good. Pyromancers are now forced to use instant back tele and cancel into a fireball upon landing, or jumping back and doing fireball. Doing fireball off of a back teleport is not worth it due to the recover frames, at least not worth it most of the time. If you have dust on the opponent a lot her zoning is still a force to be reckoned with.
Damage Output 2/5: The damage nerfs hurt this variation the most. She can barely break 30% with a bar. She gets more damage off of an EX fireball(with dust on) than most of her combos.
16/25
Dragon Naginata Tanya
Pressure and 50/50s 4/5: Only Tanya variation that has true 50/50s. Still has telecancel pressure. Forward teleport nerf hurt her pressure a bit, but its still good.
Footsies 5/5: Definitely the best footsies out of all the Tanya variations. Has the extended range with the naginata and most importantly is still able to take advantage of her teleport mobility by canceling into the overhead spear. Can defend against AAs like Kobu can.
Defensive Options 1/5: Has no safe wakeup. Has a 50/50 with Flip and drill kick but they are horribly unsafe and both get beat by jump ins. She doesnt have anything to armor through string gaps either. Overall the worst defense of the three variations.
Zoning and Anti-Zoning 2/5: Doesnt have an actual projectile. However with a well timed teleport into staff she can get around most zoning fairly easily.'
Damage Output 3/5: The damage nerf brought her damage closer to Kobu.
15/25.
This is all in theory of course