Just a reminder to late cancel cr. HP into V-skill, so that you ensure you’re in range. This makes sure it doesn’t whiff on crouchers in pressure situations like blocked cr. LK, cr. LP or st. LP (counter hits), cr. HP xx V-skill: If you were to do V-skill immediately in that sequence, it would whiff due to all the pushback beforehand, but late cancelling into it instead will make sure it hits.
Also I think the best thing to do off of CC F+HK now is walk up cr. HP xx V-skill -> stomps now.
Off of CC st. HK, dash, st. MP xx V-skill stomps etc. is good too.
-If you weren’t aware of this already in Season 2: while in VT1 comboing into V-Skill, stomps x3, j. HP, air EX legs -> dash is about +11 to +12 advantage vs. a quick rise and gives the opportunity to attempt that powerful CC st. HK combo in V-trigger (make them guess between either st.HK or tap down-> then throw/st.MP). I’ve written these setups before, just putting it out there again now that comboing into v-skill should be more common.
-After V-skill stomps x3 xx air EX Legs -> Dash, you are at +8 vs. quickrise
-After V-skill stomps x3 xx whiff air LK Legs -> dash, you are at +3 vs. quickrise
-After V-skill stomps x3 xx land-> dash, you are at +9 vs. quickrise
…there are more setup frame advantages I’ve tested (like if you immediately do air EX legs after v-skill to give you an idea), but I’ll just leave you with these for now, since those tend to sacrifice damage just for a different oki situation.