Counterhit Combos

So it dawned upon me recently that anytime Honda catches a hit in the footsie game he can “convert” off it by just doing hands afterwards and if he spaces well its free chip which most people let happen because they just got hit and tend to block. While figuring out when this was a good idea I realized that if I catch a Counterhit(CH) it would be better for me to combo off of it and get guaranteed damage instead. So I would like to see what are all the possible CH combos and what is easiest to use to accomplish them with some consistency. Any ideas on where to start?

Honda has no counterhit combos he can use in the footsie range besides 1 very specific scenario against characters that have normals that decrease their vertical hurtbox (like a shoto c.mk or a slide).
far standing HP (counterhit), s.HK - is a 2 hit combo and very tough to pull out.

From close range, Honda has some more solid options
CH cl.HP (+8 on hit) allows for: cr.MK xx whatever
CH cr.MK or CH cr.MP (+6 on hit) allows for: Jab xx Hands.
CH cr.HP (+5 on hit) also allows for: Jab xx Hands