Small but cool optimization suggested by @!!cerpin. If you prejump dash after the fireball to kill the enemies outside GHusk, you'll clear the ledge at the end of the tunnel. I recommend either jumping at the divot in the ground marked in red or dashing at the notch in the ceiling marked in yellow.
Some things about this:
All of these advantages assume you normally wait until landing to dash after the tunnel, which you typically would to make sure you get the geo
Buffering the next dash out of the tunnel with the normal movement will have you dash above most of the geo. Air dashing means you can't dash early, so you can buffer the next dash on landing
Clearing the ledge lets you dash again a little earlier and exit the room faster; looks like roughly 2f/0.04s from my timing
Clearing the ledge also has you land a little further right, allowing you to pick up a few extra geo on average
This is a repost of an old strat, but with a visual cue instead of the weird way I did it before. When you enter the GHusk room, jump ASAP and dash when you meet this pointy thing in the foreground (screenshot). You can buffer your first pogo out of the dash, then buffer a second if the big enemy is facing left (first clip) or slightly delay if they're facing right (second clip) to avoid only hitting the background object. In the latter case, you'll also wanna do a turnaround slash as you enter the tunnel. This will give you at least two extra hits of soul before GHusk and will ensure that the fireball after will kill the big enemy instead of having to hope it'll double.
Greeding this is not always necessary for it to work but is recommended. Less greeding will eventually cause the right case to fail (third clip). For best results on both enemy patterns, the first dash should be as low and to the left as possible while still going over the enemies.
if youre above 6 soul in the tunnel, you can save future nail hits of soul by shooting a fireball backwards to instantly kill the husks before proceeding to do the normal strat for ghusk. unfortunately, there is higher chance of missing geo from the husks as you tend to kill them farther right (idea from @magneticpizza)
Nifty little setup for getting 2 hits on the big enemy before GHusk regardless of which pattern you get. After entering the room, wait for the knight to pass the doorframe, jump and pogo, then buffer a dash out of your pogo. This will get you just enough height to get over any small enemies that may be in front of you. Buffer two more pogos out of the dash, and if the big enemy is to the left (first clip) both pogos should hit and you can dash through normally. If the enemy is to the right (second clip), you can do a turnaround slash as you normally would.
Both of these are the same speed as the normal strat for their respective patterns, but getting two hits on the big enemy ensures that it dies to the fireball you shoot when exiting. This should work for any enemy pattern since you can pogo off the decorations in the back if there are no enemies, so you can just autopilot up until deciding whether to turnaround slash.
Been meaning to get a good clip of this, just happened to work out here. This enemies last strat for GHusk room often misses the double on the big husk on the way out. However, if you do this turnaround slash after pogoing it, the 2 nail hits will be enough for it to die to 1 fireball, meaning you don't need the double. Also extra soul ofc if you need it. https://clips.twitch.tv/BombasticProudDillKeyboardCat-TxBRzu6lygZXU2vn
Low soul strat for GHusk. Collects more geo on average, loses like 0.2s-0.5s to the normal strat (timing is v hard bc of GHusk rng), though situationally it should save time depending on how you normally collect that soul. The point where you dash after the big jump is kinda specific, since it's mostly what determines whether the pogo dash will make it into the lil tube thing https://youtu.be/kGir7C5M5bQ
Different pattern (2 upslashes) that sometimes saves the double when you get really big jumps (ghusk jump distance is rng) and also should save a bit of time because you don't have to walk as far to aggro her the next time