Honestly, there is a lot to learn and doing so all at once won't do you any good. Don't get overwhelmed. Try to have at least one way to continue hits from various positions and maximize damage, and learn practical ways to start said combos.
For example, hitting ky or sol who missed a DP into crouching stance and going into a combo like 5k, 5s(c/f, doesn't matter unless they're super short for far slash), 5hs, MS Jackhound (if you recover close to them, insert 2p as necessary), then repeat or 2d into coin/mist/jumping okizeme mixup. If Sol does short VV, wait for him to try to do the followup cos you can hit him for over 75% damage if he does so towards the corner IIRC (5hs/6hs CH->killer joker transport, land, then 6hs-> air combo or something like that)Also being able to go into enkasu knockdowns or bigger b&bs off of 6ks and 6ps can lead to better positioning than just a normal jpks jc shsd ensenga combo. Learning distances that stuff will whiff at can be tough. Ex: 5s(f)-> mist finer whiffs at certain ranges, but jackhound connects (this goes for airborne and grounded opponents). Sometimes a 5k (CH or not)-> 5hs will whiff too where a mist finer or JH would've connected. Learn what characters 5s(f) will hit/not hit in positions. IB the last hit of a testament string into EXE beast (either one), and you can always jump out. Jump over and punish/backdash/Dash through Slide head (assuming doing so won't make you get hit by the physical hit). Learning nifty things like using Johnnys 6hs to pass through Venoms 2s/another Johnnys 5s(f)/Robo ky 6p etc. at the very start of the round, etc. This turned out longer than intended, sorry!