She has a launch throw from heichu guys... I'm like... freaking out right now lol! She's already doing Kokoro stuff better than Kokoro! O_O
Just what I imagined but not only does Honoka have some of the same moves with different propertiedls/range/frames but she a few other unique moves as well, even within her the stances. Now... having this many stances... this may make Honoka her a little difficult to play. I can already see her having a lot of combo longevity from how her move set if turning out. Another thing I would like to know is if she is able to go into each of those stances out from the whatever current stance that she is using...
I.e. going from Helena's Bokuho to Zack's Ducking. Either that, or Honoka would have moves within the stances that will transition over, which would be helpful in organizing long term and high damage combos.
In terms of play style, she apparently needs to find a way to get in on the opponent... which could be difficult due to her range. As if to say, it might difficult for Honoka to poke around...
Making her somewhat similar to Kyo95 on KOFXIII for example. On the said game, Kyo is really strong from up close but he can not play at the mid range all too well (he needs to either get in or get out...)
Because, of all of these stances and follow ups I can sort of see her being a tricky character who still allows the player to emphasize on versatility, mix up, stun game and confusion. Her wall game in particular may also be deadly, especially the is trying to get up.