Match up is favorable for Ayane but definitely not a 8-2.
In regards to Honoka, let me know give a general overview of this character because I actually play her, and pretty well.
i9 jab
i11 6P/i12 6K
i13 2P that's +0 on neutral hit
Great neutral strike speed already, this is one reason why this character is good. The downside though is that her limbs are short, but that is exactly why she has this kind of strike speed, to make up for her shorter limbs. If she possessed an i10 jab and i12 mids (not i11) with these short limbs, she'd be pretty bad. But that is the balance.
Her jab strings are pretty straight forward;
PPPK is full blown tracking for a +1
PP6P is -7 and is a good string to put on people looking to disrespect the PPPK since PPP are all highs.
PP2K is best used with her 6T wall pressure and can be utilized in the Critical Stun Threshold. This string is bad during the neutral otherwise since it's so slow (very react-able and can be interrupted).
PK is -7 but honestly this is a lot better during threshold and footsies.
Let me explain how Honoka players should approach CQC (close quarters combat) neutral with this character. You do not want to put strings on block as Honoka so often, you are going to be in a bad position if you do, as many of you like to point out. If you are doing so then you are playing her incorrectly.
Jab free cancel jab/6P/6K/2P/6T is very good as Honoka, jab is only -2 on neutral hit and block. Jab FC (Free cancel) mix up can also open the opponent up because no one likes sitting on block being poked at all day long. Jab and 2P are good for this with her. This in conjunction with PP FC or delay into PP6P or PPPK make the CQC poking potent. With occasional 6P or 6K for counter hit fishing.
To further this, good conditioning on block with the pokes and 6T can even allow Honoka to put a 46P or 8H+K on block for pressure (remember I said good conditioning on block).
6T is her best throw, hands down. You are at +8 and you get a free mix up. Things like 46P, 8H+K, 4K, H+K, 214P+K and 4H+K all become a real threat with the +8, do the math. Your already fast strikes are faster, punch grab becomes incredibly scary here.
When you put someone into the wall with 6T, you have the world at your disposal, Honoka becomes a monster from here. PPPK, PP6P, PP2K, and PP FC 6T/4K all become really viable as a mix up. Jab (whiff) into 214P+K, 46P, 8H+K, 7P, 4K, 66K, 4H+K, and 1P+K (when PB is active) all become a great mix up.
When you are playing the range game on approach, Honoka can do it, but she is not the best at it. But it's good to be aware of what your options are. But relying on things like running K, running H+K and running P+K are not going to get you anywhere against players who have formidable spacing and footsie ability.
4K is a very good footsie poke and frame trap on block and hit (-1 on block but against characters with an i10 jab and i12 or slower mid, it's a frame trap). 3H+K is safe at -3, and a frame trap at it's furthest range at +0 on block. 1P can be used as a reactionary option when you read the opponent right.
236P is going to be your primary whiff punisher alongside 3H+K, but 66P can be used the same way. As mentioned earlier above, PK can be used as a short range poke. Here is my advice for those struggling during spacing as Honoka.
As someone who is excelling with his spacing and footsies (because I've practiced that a lot and still do), you have to have good footsie ability, you have to know how and when to approach, and what buttons to do it with because Honoka has only a few. Not everyone you play is going to let you run in all balls to the wall or do a running T, you need to really learn your buttons for the neutral game. Another reason why Honoka can play a range and footsie based game is simply because her walk speed is amazing. That is also another reason for her balancing, short limbs but great walk speed balances out her other lack of stronger range tools. Learn to utilize her walk speed.
You don't want to do any moves that stance transition on block, that is not what those moves are for, they leave you in unsafe positions if you do. Don't expect to move forward with 66P+K, 8P or 6H+K on a blocking opponent. They are intended for threshold mix up.
Honoka becomes a very effective character if the player has a good neutral game, otherwise it is really easy to become lost on how to open your opponent up if you are expecting to do moves that change stance on block.
Honoka is a character that requires a good neutral game and the ability to perform a moderately good mix up with what she has, because she actually has a lot for that. And her damage is actually solid. She has good mix up for stun launch and her mix up for higher damage is very good as well. She doesn't need any buffs, her players just need to improve and grow more comfortable playing this character.