Honda’s safe jump options aren’t as easy as Ryu’s, but here’s what I use.
forward throw: whiff crouch fierce, jump in
back throw: whiff crouch strong, jump in
back throw: forward dash, slight pause, jump in
super: forward dash, forward dash, jump in
butt drop vs. grounded opponent: slight pause, jump in
ultra 1: whiff crouch strong, neutral jump
ultra 2: slight pause, jump in
The dashes and whiffed normals are there to waste an appropriate amount of time to make your jumpin safe. Try to time them as you would a link for any tight combo.
If you’re near the corner when you back throw, use the first setup, otherwise use the dash setup due to range. Obviously with the “slight pause” it becomes a bit of a gamble, so I wouldn’t recommend it for characters with fast uppercuts. However, against characters with slow reversals it’s pretty easy to time. The super setup works best if you land from the super a bit more than a jump’s range from the corner, otherwise characters can be too far away.
If I land air to ground butt drop, rather than going for a safe jump I usually do a neutral jump and push fierce to the far side then do a meaty low forward. If someone’s caught on to that, I may fake a crossup and attack from the same side. If I U2 someone into a corner, I’ll do that same setup. The safejump setups I have for those are pretty ghetto, so I’d prefer the meaty low.
I had a couple for headbutts assuming people didn’t do a quick get up, but unless you’re willing to commit toward your opponent not teching you’re stuck in a lousy situation, so I wouldn’t recommend worrying about those. I’m sure there’s probably a safe jump setup off of Honda’s sweep too, but I Never use it so I never bothered to test it.
If anyone else has any I’d be interested in seeing them. All setups tested against Sagat with an uppercut active on the 5’th frame.