I have no experience with Infernape, but you make absolutely no mention of Mega Altaria, who completely hardwalls your set. While more offensive variants risk the 2HKO from Hidden Power Ice after Stealth Rock, bulkier variants hardwall it. While I cannot say for myself on Infernape's viability due to having never used it, I am skeptical about it rising, because your nomination has made absolutely no mention of the most critical counter Infernape has acquired from ORAS.
You make a point, I completely forgot about Mega Altaria (Derp), which definitely walls it for days (Especially Roost sets, which are the most common).
My issue with this nom is not the nom itself, but that you sort of just cherry picked these calcs to prove a point, not necessarily on the stall aspects considering those are your average stall mons, but on the Balanced and Offensive builds you just went ahead and chose all the stuff Infernape beats already from a neutral standpoint yet fail to address the different variants involved and the scenarios that would take place. B- just seems way too high for something that is spending its time wearing itself down and has to rely on circumstances to be effective.
That is true, thought I did talk (With no calcs) about a couple of Pokemon who hinder Infernape. If you want I can give you a complete list (Not counting speed ties):
Offensive checks:
Lati@s(Counter), Gengar (Life orb Sludge Wave has 43.8% only), Scarf Landorus-T, Salamence(counter), Garchomp, Talonflame(Counter w/o SR), Mega Aerodactyl, Mega Diancie , Mega Gallade, Mega Metagross(The last three have to be mega evolved).
Bulky Checks:
Conkeldurr, Azumaril (AV is counter), Dragonite(Counter), Gyarados(Counter), Gliscor , Tentacreul(counter), Slowbro, Mega Altaria (counter), Suicune (counter i believe).
That and anything like Mega Lopunny and Mega Pidgeot who are faster and not weakened enough to get knocked out by Mach Punch (Iron Fist LO).
Some of these are not as common as others (Suicune and Mega Aero, particularly), while a LOT of these Pokemon can be fixed by common teammates, such as Rotom-W, Landorus-T, Ferrothorn, etc.
That was like, from the back of my mind, there could be more. However though, everything has a counter, and even though some of Infernape's counters are common (azumarill, Lati@s), it surely also has a lot of prays in common too, such as Ferrothorn, Scizor, Skarmory, Chansey, Heatran, Excadrill, etc.
Now you said some of my calcs are from a "neutral standpoint" and I failed to address some scenarios. Which is true, most of these Pokemons cannot be countered by Infernape (Such as Rotom-W), but what do you expect from a Pokemon whose defense is very low? Further, the purpose of giving Infernape a neutral standpoint to make it as fair as possible. It is true that Infernape will wear itself down pretty easily with LO and sometimes Flare Blitz. But when was that such as big problem? Isn't offensive Talonflame the epitome of wearing down itself hella crazy? Roost/Recover-less Lati@s also get worn down pretty easily, but that's not a major problem, it mostly never was. Infernape gets worn down easily but it does work. Infernape also definitely is not effective on circumstances. I mean, not as much as other Pokemon, everything depends on circumstances, a lot of times it is "matchup" which nobody can do anything against it. Infernape definitely will not do his best if the opponent has a Latias, but isn't that what teammates are for? I'm not telling you to support Infernape with all your teammates or against all your counters, but at least having a teammate to your most common counter will help (Which a lot of teams should have). More often than not, your opponent will have a teammates who is decimated by Infernape or gives Infernape a free switch (Such as Bisharp). Infernape, for example, does great against sand offense and stall, but it doesn't do shit to Balanced Mega Altaria teams. There cases and scenarios for all pokemon to be ineffective. Infernape also does good against most Ferro/Rotom-W/Lando/Heatran Balanced, which are the most common nowadays.
Here's the B-ranking thingy: "
Their positive traits still outshine their negatives, but they require a bit more team support to bring out their full potential."
I'd say Infernape's positive traits outshine his negative traits, although not by much, really (hence B-), and he does require a bit more team support to bring out his full potential. Infernape fits perfectly in the B- tier.
Since Infernape is so versatile, it can also be an effective lure. Grass Knot for example, will lure Quagsire more often than not. On the other hand, Gunk Shot will kill weakened Mega Altaria or at least fool it into Subbing/Roost and get the KO next turn. It can also run U-turn (preferably going like Expert Belt vs. life orb) to gain a lot of momentum, especially against Landorus-T (Takes intimidate then gives a free switch) or Lati@s offense. It can run SD or NP to give stall absolutely no chance against.
Infernape is versatile, and has many sets, and you can shape your Infernape to beat whatever your team needs. If your team is Stall-weak, run Fire Blast > Mach Punch. If your team is weak to Mega Lopunny/Bisharp HO, run Mach Punch. If your team is weak to Mega Altaria balacned, run Gunk Shot. If your team is weak to Latis offense/balanced, run U-turn, and do so too if your team lacks momentum.
Again, Infernape does have its aforementioned troubles, and I'm definitely giving a lot of praise, possibly even more than it should get(because I'm nominating it!), but it still deserves anything but a C, at least a C+ but preferably B-.