Here's a game I played today. Other than the high amount of combos I dropped I think I did pretty okay. Thoughts? Help?
Well, the first mistake you made here was this paragraph. It's hard to give advice when the only questions are "Thoughts?" and "Help?" It's easier to give advice when the questions are more focused, like "I had trouble dealing with X in this set, what can I do about that?" That said there were some things I noticed that may help. Keep in mind this set is the only time I've seen you play so if I jump to conclusions based on watching this small sampling size of your total matches, my bad. Anyways here's my tipz:
Try not to jump when calling your Updo assist. This is bad for a couple reasons. One, it makes it harder to convert off the assist if it hits. Two, you open yourself up to the possibility of getting hit low and letting them get both of your characters in a combo. Calling a DP assist is always a big risk, so usually you want to block low while you're calling it and try to react to any overheads. You can still get thrown if you're doing that, but a throw isn't going to hit both characters so it's not as big of a risk. Anyways, you definitely don't want to be be calling your assist while jumping around like this.
As far as your Parasoul assist goes, tear shot is really just for neutral and for offense. You don't want to be calling it with your own back to the corner when you're getting rushed down. This is actually sort of hard to get used to since you have to completely change your instincts of when to call assist if your team is in the other order. Playing the team in reverse order sometimes may help with this.
Be careful about calling your assist when they're low on health. Keep in mind, even if the assist doesn't get hit, this can still cost your assist health, since characters in the back stop recovering red health for several seconds every time they're called as assists. Try to just stall when in this situation until your assist gets their health back. Both your characters are good at this. Filia has really good runaway with her air dashes and with L Airball to get to the top of the screen and get out of the corner. Parasoul can create a wall with jump back j.HP, s.LP, and tears to prevent the opponent from getting in. You probably won't get a lot of hits this way, but neither will your opponent, so it can be effective when you have a lot of red health you want to get back.
Try not to use Filia c.MK for hit confirms. This is like a super "kill me" button if the opponent can PBGC. It's also very negative even without pushblock so if you don't have your assist available they can just straight up punish it. I'd recommend using either s.MP or s.MK for confirms.
You already mentioned dropping combos but there were a few common causes of drops that came up multiple times that you should pay more attention to:
-If you've used your OTG. Several times you drop combos because you tried to hit them OTG when you had already used your once-per-combo OTG. Literally everyone who plays this game messes this up sometimes so I wouldn't feel too bad about it, but try to make a note "hey I've used my OTG, I can't do the normal combo" when it comes up.
-You ran out of undizzy. From watching you play it looks like you practice combos by setting the undizzy to 0 (the default value) and letting it run all the way back to 0 before practicing another combo. This is a reset heavy game though and they're not always going to have 0 undizzy. When you practice combos, you should also practice things like short combo > reset into short combo > reset into 2 chain combo into super into DHC. This is a really common scenario in this game and it's good to know how much undizzy you have to work with.