The negative edge part of the ochio loop trap was safe against all attacks, but it always lost to reversal throws. And the actual tick, the crouching jab or whatever, was unsafe against most characters’ reversal attacks and lost to everyone’s reversal throws. It was escapable for everyone.
Hawk’s corner infinite was a corner infinite against some characters because after a knockdown he got a free safe jump, a free post-safe jump crouching jab to put him outside of most characters’ throw ranges, and then a free negative edge 360 attempt; you couldn’t reversal throw him at any point, and if you reversal attacked at any point, you’d still get spun back into the loop, same as if you’d just sat there. At no point could you reversal throw him and at no point could some characters’ reversal attacks get them out of the situation. For these characters, there were no points of escape, you just had to hope that the Hawk player messed up.
The ochio loop was totally different. After an ochio in the corner, Honda was left right next to his opponent, didn’t have time to do a safe jump after, and didn’t have any safe way to get out of the opponent’s throw range. As a result, there were always two points of escape, the first against the crouching jab with either a reversal throw or (for most characters) a reversal attack, and the second against the actual throw attempt with another reversal throw (a reversal attack wouldn’t work, because Honda always negative edged the ochio). Of course, if Honda thought you were going to try to reversal throw him, he could do short/forward buttslam and knock you out of your throw attempt and back into the loop.
I’m not saying the trap was bad, it was very good, but its effectiveness came how hard it is to reversal attack/throw and from the Honda-favored mind games around whether Honda would tick or not tick or go for negative edge ochio or for buttslam, not from any kind of inescapability like T Hawk’s corner infinite had.
Again, I’d be totally cool with giving him a whiff animation and getting rid of the stored command. In the interests of balance, I think that would have been the best decision. I’m just pointing out that the ochio wasn’t broken before and now, when its bounceback has gotten rid of the trap and its dizzy factor is way down, it’s already less useful than it was before.