I don't know if this was known but the first mag skip can be done without doing turnarounds between the fireballs if you do a delay between the second fireball and the dash, this does the skip easier. In the video there are 2 clips the first has the hitboxes hidden and in the second one the hitboxes are shown.
walk off the platform and dash when the knight's head reaches the background seam marked with red dot
keep holding right, when you see the knight clinging to the wall release all directional buttons
fireball when the knight's head is below the last green leaf (marked with red line - if you do this one too early or too late, recover by dashing left immediately, you can recover the soul by hitting hwurmps or dreamnailing the rotten egg thing)
start holding right during the fireball animation
when you're close to the acid, turn around and fireball again ( not too close though, you will dip a bit when using wings)
after the fireball knockback has finished, dash and wings (buffer the wings before the dash ends)
Use SOCD, one thing I do is I keep holding right once pressed even while doing the turnaround, until the end of the trick.
Unfortunately I haven't found any way to know when you need to turn around and fireball again, mostly because you don't see what you're doing. I've been relying on muscle memory learned while doing it with colliders shown. The skip is very tight, practice a lot with colliders on, and lower the game speed to .6 or .7 if necessary. My success rate falls somewhere between 30-40%.
soul collection for isma entrance skip Your goal here is to fill up your soul meter and clear out everything below the red line (including inflated hwurmps that might enter and get hit by your fireball). If you kill enemies while executing the skip you get freeze frames and will always fail. (img 1) Ideally you want to enter with 3 soul, but it's possible to enter with no soul (if you failed a spike tunnel skip).
(img 2) is your ideal case scenario. Execution shown here https://youtu.be/bAro622-PE0?t=69. Numbers denote the order in which you kill the hwumrps. You need 6 soul so pogo (1) and slash (2) 5 times. If you need more than 6 soul keep going according to numbers. you don't need to kill (3) since it is high enough to not interfere with your skip execution, so just hit it however many times you need. Number 4 is always killed last because you need to kill him if inflated because you cannot take chances with letting him bounce because he will get hit by your fireball.
(img 3) or its variations is the most common encounter I think, you need to clear out (1) and (2) and sometimes (4) if it hangs low enough. Start by nailing (1) or (2) - they will almost always both inflate, just keep nailing until they're both dead. If they don't both inflate, kill the one closer to you and then the other. With any luck it might drift close to the acid so it can be one-shot.
If while entering you get the opportunity to pogo (4) into the acid, do so immediately, this is always beneficial.
Sometimes while dealing with (1) and (2), (3) or (4) might start drifting towards you and you need to react to avoid taking damage. In that case almost always the best solution is to fireball the inflated hwurmps because taking damage often means you dunk too and lose time. So whenever you see you're about to take damage use your fireballs.
For any other variations use your best judgment. Your soul backup is top left, dreamnail the rotten egg thing.
the first room for isma's without using fireballs, relatively easy to execute if the hwurmp cooperates, means you don't have to go back for soul for the mag skip https://youtu.be/vLUYjlkbosA