If you search the forum you’ll find a rather identical topic from sometime a year ago.
Really the only way is individual segment rig made specifically for the hair.
Nothing has really changed. If anything it’s gotten much worse.
Chaos will never improve the system that’s derived from apex cloth, and apex cloth doesn’t really support any soft body like structure which is what you would need to do this.
Ergo, the only real option is to make a specific rig.
Alternatives would be to go crazy with pivot painter.
Or make morph targets.
Because you have a ton of spikes you probably have to start over. Make a single spike, rig it to an armature. Make copies and alter them to get individual looks.
After placement join them all into one armature/rig. And save the hairdo as a separate skeleton entierly so you don’t have to add all those bones to the base skeleton.
You can then instance the hair as a completely separate thing - and, take advantage of both control rig and anymdynamics nodes to get physics simulations going.
Btw this is essentially the same process for any dangling or even hair card hairdo…