1 Which one of his two cross-up - down mk and hk - is deep enough to force the challenger to a reverse blocking?
–Both can do this, but they’re used differently. Forward splash is more ambiguous, which can be good against characters that need a toward-back directional input for their reversal, and it has a wider hitbox, so it’s what you use for crossups on characters with very thin blocking hitboxes (ie Boxer). It’s also usually better as a safe jump. Jumping roundhouse, on the other hand, is good for extra blockstun and puts you a little farther away from your opponent, so it’s good for starting a grab setup.
2 1000 hands with hp: How should I input these hps in order to get the move?
–Press fierce really fast 4-5 times in a row. It seems to come out more easily if you’re canceling it from something (like crouching short or O. Honda’s crouching fierce), but you still need to press the button pretty fast.
3 Oicho loop: is it possible to begin it with a crouch mp instead of a cr. lp?
–Only on Zangief, but you should never try it on him because he’ll just get a free spd on you. I always use one of standing jab, crouching jab, or crouching short.
4 In case of challenger’s cross-up the oicho has to be restored again starting with the forward or is it possible to restore it with down, down back from the crouch position?
–I suppose you could do it that way, but I usually just wait for the opponent to land to do the motion.
5 I need some advices about what to do after an oicho. Another oicho is impossible since Honda would be too far from the opponent. A good move is his buttslam but it’s not a good option against shotos who can intercept it with a reversal shoryu. The crouched hk and forward hk are slow and can be punished by a reversal. What is a good mix-up to maintain the pressure?
–Mix up between jab hands, strong/fierce hands, forward/roundhouse buttslam (which land on different sides of the opponent), walk up grab, and blocking.
6 I’ve read in the Wiki that an eventual move doesn’t affect the oicho storage. While playing I’ve got the feeling that I needed to restore oicho every time I missed the throw and obtained a simple crouched punch. How is it possible that the game keeps the oicho stored if even the throw is missed and a punch button activated?
–I don’t really understand the question, sorry.
7 I’ve tried to use some Blanka’s tactics with Honda such as the ground cross-up with the headbutt and a short headbutt followed by a grab. But I realized the recovering time after the headbutt is too long and the opponent can easily punish Honda. Is this correct or the ground crossup has any use I can’t see?
–No use, he’s not Blanka and the headbutt doesn’t work like the ball.
8** Has Honda’s cr. hk any special property?**
–It sweeps on both sides. If you and your opponent are coming down from the air at about the same time but you don’t know who’s gonna be on which side, crouching roundhouse will sweep him either way (assuming he doesn’t reversal throw you out of it). It also makes for corner shenanigans. Try fierce grab on Ryu in the corner, walk under your opponent toward the corner, and press crouching roundhouse, and it’ll sweep him from behind you (and look kinda weird). This doesn’t work on every character, and if I remember correctly it doesn’t work on Claw and Chun. Maybe Fei too? Don’t recall.
9 I’ve got serious problems to close basic combos such as Splash jump-in/st. lp/headbutt and Splash jump-in/
cr. lk/headbutt. I can combo the first two moves but I can’t finish the sequence with the headbutt.
–Are you charging back soon enough after jumping? You should jump and immediately start holding back on the stick to get enough charge time for the headbutt.
The headbutt has to be necessarily made with the lp to close the combo?
–It can’t be comboed after far standing jab, if that’s what you’re asking. Well, it can for O. Honda, but not for N. Honda.
And the cr. mk can be cancelled into the headbutt?
–Nope, crouching forward cannot be canceled.
10. a) Splash jump-in/cr. lk/headbutt; b) Jump-in/st. lp/headbutt
–When jumping in for combos, jump with jumping fierce or jumping roundhouse. They do more damage than splash and since they also do more hitstun it’s easier to combo after them. Of the two, jumping fierce is usually better, but on some characters (like Boxer) I like jumping roundhouse’s hitbox better. Plus, the splash usually whiffs on Boxer.
c) Deep Jump-in cross-up/ st. hk (3 hits)
–A better crossup combo is crossup forward splash/roundhouse, standing jab, crouching short xx fierce headbutt. Charging for the headbutt is pretty easy, I just hold in the direction I’m jumping the entire time (so like, toward the opponent as you jump and away from him once you’re on the other side, it’s the same direction and you should hold it that way the whole time).
d) Jump-in/st lp/st mp/ ? (1000 hands with mp or headbutt?)
–Standing strong isn’t cancelable. It can link into a couple things, but nothing good.
e) Jump-in/cr lk/buttslam: does it combo?
–No, you can’t combo into buttslam.
f) Other suggestions?
–After I dizzy the opponent I usually do jumping fierce, crouching short, fierce headbutt because it’s safer and faster to get out than the crossup into headbutt combo. If you have super, you can do the super motion, hold toward, press up-toward to jump toward the opponent, hit him with jumping fierce, then crouching short, and immediately after that any punch button. Voila, combo into super! Make sure you hope that all the hits of the super actually hit!