From E. Honda’s point of view
T. Hawk actually has more options when it comes to punishing ex headbutts in Ultra.
Against far/fullscreen EX Headbutts you can do the following options on block to punish it:
LP, LK, MP, c.MK, s.HP. You can also light Tomahawk Buster if you stand block
Against close EX headbutts (on his wakeup or when empty jumping), you can do the following major punishes on block.
LP, LK, MP, MK, s.HP, All Tomahawk Busters, All SPDs, Super and Ultra 1
Jumping in on E. Honda
Jab Headbutt as an AA loses to body press and air dive if it’s done too early. It also universally loses to deep jumpin attacks so you shouldn’t worry too much about it.
What you’ll most likely expect Hondas to use as an AA is Buttslam (especially EX buttslam), EX Headbutt and nj.HP.
In AE the rule of thumb for Honda was to just always do **late **anti air EX Headbutt and EX Buttslam if u think T. Hawk is going to dive and your reactions are on point.
Even if T. Hawk did an empty jump and EX Headbutt was blocked, you as a Honda player created massive distance between you two which is absolutely great for Honda.
In Ultra, this isn’t the case anymore. Doing late EX Headbutts to counter deep jumpins and air dives will now be countered by an empty jump.
The empty jump will be able to block EX Headbutt which leaves Honda super close to T. Hawk who in turn can punish it with SPD, Tomahawk buster, Ultra and so on.
If you play more lame than E. Honda then you force Honda to approach you.
In AE it wasn’t viable to lame Honda out without eating a fullscreen headbutt trade or you condor spire being punish on recovery by Honda’s s.HK
Now, with the walkspeed and condor spire being that much faster, you’ll be able to meter build and play lame once u have the lifelead. Doing condor spires in neutral is also now lot harder to punish for Honda on reaction and it usually trades or outright beats the attempts Honda will do and puts him on knockdown nightmare (I think, or else I was just sucking bad).
When you’re close/midrange, you can do EX condor spires (in true blockstrings for example) to beat out Honda’s reversal attempts:
In general the most important thing to do is to walk Honda in the corner or to knock him down to severely limit his options.