Yep, forced stance transition could happen to be the opposite of what it was intended to do, instead of more mixups you could get less.
Like Hissatsu no Kamae is forced and she only has 2 options there (mid P or K), in 5LR P was a CB, but now that those are gone, she has a new mid P launcher in the stance thankfully, otherwise the (forced) stance would have been pretty meh.
To avoid this kind of restriction I used to not perform the stance move and wait to go to neutral again, like for example
> (wait for Heichu animation to end) > any move or even throw. If they tried to hold an eventual Heichu follow up you could actually connect another move, if they didn't you got frame advantage (however this depended on which move/stance you used).
Hopefully at least the HnK stance transitions are optional, but I have my doubts really.
As for the throws they're very welcome indeed, shame still no Bokuho/Heichu throws though, can still cancel into neutral throws I guess. Bokuho is such limited, only has access to mid P and high, no throws, no mid K, now lows.
Is such a good move, it's Leifang's shoulder, crushes everything if well timed. The other 2 moves though I agree,
was a launcher into Dokuritsu-Ho but could barely follow up with anything cause recovery is too much, and unsafe af on block.
was a way to get back-turned during the stun game, but it filled the stun threshold way too much so you had to launch right away, unless the
was the hit to start the stun going, but then again you don't want to use it on block cause it's unsafe as hell, and I'm afraid this is gonna be even more useless in 6 cause you play the stun game even less there.
This is one of my main concern about Honoka really, she was really good cause of stance transitions (which only happened on hit), so this meant playing the stun game a lot in 5LR and this was her strongest point, now the game itself is more oriented in stun-launch game so I don't know... will need to test for sure.