So, I wanted to talk about the "stance cancelling" concept, which imo is a really important aspect of Honoka's offensive/stun game, and I don't recall seeing a Honoka player doing it. I use to cancel stances into other stuff before because I liked it lol, but now I've looked it up in details.
First of all, why would you cancel a stance? Mainly because Honoka has many stance and she can't do everything in those, for example let's say you're in Dokuritsu-Ho stance and wanna use something she doesn't have in that stance (a low or a high launcher), just cancel the stance by pressing H and go for 8K/1P/2K or whatever.
Only Dokuritsu-Ho and Bokuho stance can be cancelled, though this doesn't mean you can't "cancel" other stances as well, just wait for their animation to end. Keep in mind that you can also cancel when you wanna do an attack that it's on the same hit level as a stance follow up. For example, let's say you do 8P and instead of going for Heichu P+K, you wait for the animation to end and go for a 6P, if the opponent opponent wanted to hold Heichu P+K, he'll get hit by your 6P, without resetting the stun threshold, since holds extened the stun duration and the timing to hold Heichu P+K and 6P is different. So, if he wants to hold Heichu P+K he'll get hit by 6P and vice versa.
Also, keep in mind that you want to do this if you're being held a lot or if your opponent likes to throw out holds like crazy, do not do this if your opponent stagger escapes. However is some situations, like for example in 8P case, none of Heichu options can be slow escaped (even if delayed) so it's likely your opponent will try to hold you.
There also some cases in which even if the opponent slow escapes, you can freely cancel the stance without losing the offence, for example Dokuritsu-Ho from 3K into a quick move (P/6P), or from Bokuho K into slower moves.
Here's what stance can be cancelled into, depending on the move you used as a stance transition (and assuming the holds of your opponent are timed to catch a stance follow up) :
-Heichu (29 frames animation)
8P > 18f or faster move.
66P+K > 20f or faster.
-Dokuritsu-Ho - can be cancelled by pressing H (10 frames).
3K > Everything. By everything I mean a 22 frames move or faster, since Honoka's slowest move to keep the opponent stunned is a 22 frames move (214P+K).
BKO K > Everything
-Bokuho - can be cancelled by pressing H (10 frames) or 8 (12 frames).
PP2K (on CH/HiC) > Everything
214P+K > Everything
-Christie's roll (25 frames)
DHO 4K P+K > 13f or faster.
-Ducking
PP2 > P/6P
4K2 > P
-Carrera (66K6), this one is weird, I've come up with different things, so I'd recommend to go for a quick poke or just go for a running option. Also, on block, if you just tap 6 (do not run much) you can still keep the +6 advantage without necessarily doing a running move.
-Dragon Stance cannot be cancelled into anything and has long ass animation/active frames (35~f).
-Hissatsu no Kamae stance has 55~ active frames/animation, there's not a proper way to cancel it, but if you do a throw (HnK T/2T) you'll recover about 20~ frames faster. I do not recommend to "cancel" it since it will always leaves you at disadvantage, which depends on the move you used as stance transition. The only cases in which you can cancel it safely is after BT PP (-4 w/o stagger escape) or with moves that cause a "crumple" stun. But nah, just don't cancel it unless you wanna catch your opponent off guard, but it's still not worth it since all the option from this stance are extremely dangerous.
You also have the option to cancel stances into a throw (free hugs!), so don't forget that lol.
On block there are only two moves that leave Honoka in a stance and at advantage, 236P+K and 214P+K so keep in mind you can still throw in these cases despite not having a DKG or BKO T (again, free hugs!).