Jumping during a spike in the speed-to-jumpHeight chart (when Speed Booster is active) to achieve a higher jump height than if done with all the available running room
Continuous Walljump. Without turning around, spinjump forward and then walljump off a solid object to retain all foreward momentum. The more speed Samus has, the smaller the frame window for the CWJ. A slow CWJ uses a wall or ledge near the initial jump point. A fast CWJ will walljump using the opposite side of a distant object.
The ability to IBJ to the ceiling and place bombs at a steady rhythm while also moving horizontally.
A precise walljump that additionally needs to done as far from the wall as possible.
A tech that involves multiple damage boosts with precise timing. No room for missing one of them.
Executing a gravity jump off a walljump
Getting up a 2-tile-high jump in a morph passage by mid-air morphing off the opposite wall. Morphing after a walljump only requires one down press.
Setting up an ice clip at exactly the right pixel, so the clip can work without the leniency allowed by an X-Ray standup
Being proficient at avoiding the baby Metroid
Using a series of rapid, consecutive wall jumps underwater, on two nearby walls, to climb upwards.
Managing to break free of the water while doing a sunken dual wall climb, without the help of space jump
The ability to start an IBJ off a jump on sand. Pretty obnoxious.
Climbing a wall with consecutive walljumps very quickly, e.g. for setting up a full halfie.
Using grapple jump off a Draygon turret. Usually done by bouncing off the wall for momentum.
The ability to identify a bug enemy that moves in a diving pattern (Mellow, Mella, or Menu) and inches upwards or downwards with each dive. Once that enemy has been identified, subsequently making it dive repeatedly until it is at the proper height to execute a strat.
Moving along a 2-tile-high passage while standing up by repeatedly spin-jumping and then pressing down. Comes with softlock risks without Morph Ball.
A springball jump that starts with a walljump to gain more height. It often relies on the momentum change when equipping or unequipping SpringBall while morphed and moving horizontally.
Using the SpringBallJumpMidAir twice during a single jump to gain even more height. This only works underwater with HiJump. This consists of a tight variant of SpringBallJumpMidAir, then turning off spring ball, then a second SpringBallJumpMidAir all while still climbing upwards.
All-purpose tech for X-Ray climbing by repeatedly using X-Ray's forced standup trick to climb up through walls. This tech is uncoupled from different setups that place Samus in a position to do this and only refers to the actual climbing portion.
Though using the same techs, the setup is a bit different for left-facing doors. It requires a dashing stationary spinjump into a doorcheck, then holding down as Samus arrives in the other room. Then use normal X-Ray climbing.
The combination of a crumble quick drop, and landing on a lower surface and jumping back over the crumble block before it re-forms.
Being able to glitch through the Mother Brain zebetites by using a shinespark and iFrames. The tech itself isn't that difficult, what makes it difficult with the vanilla layout is getting the short charge.
Being able to glitch through the second Zebetite barrier, clipping through it by morphing/unmorphing/remorphing on a frozen Rinka. Spinjump into the lower portion of the zebetite to becoming wedged between it and the frozen rinka. Morphing twice raises Samus to the right height to roll through. Also known as the Springball Zebetite Skip.
Executing a strat that requires waiting or doing the same thing over and over again for over 3 minutes, even with good execution
For delayed walljumps that require extreme precision, in the vicinity of pixel+frame perfect.
A tech common to all ice clips except Mochtroid (which lines up perfectly so is pretty trivial). It requires either pixel perfect enemy positioning or the ability to force a standup with XRay.
Using an attached Beetom to precisely freeze it in place to be used for a clip. Freezing an attached Beetom works best when facing right and vertical speed is low.
Using a frozen wall crawling enemy (such as a Zeela or Geemer) to perform a ceiling clip
Using a frozen Puyo to clip through a one-tile-high wall.
Using a frozen Multiviola to clip through a one-tile-high wall.
Using a frozen Mella to clip through a one-tile-high wall.
Enter the partner door (which faces left in the adjacent room) with a stationary spinjump moving away to touch the transition with momentum that will get you stuck in the destination door. That destination door is right-facing in the room where the X-Ray climb happens. Then use the X-Ray's forced standup trick to climb up through in-bound walls.
Using a Crystal Flash below a non-respawning crumble block to clip into the block while holding down to break it.
Using a Crystal Flash below a single tile thick ceiling, then using grapple to force Samus on top of it. To do this, select grapple as your health refills then hold down and mash shoot, the earlier you shoot the better.
The ability to accurately place a Morph Bomb or PB in midair following a walljump. Then using that bomb explosion to propel Samus forward. There is a timing component where the bomb is placed while rising then hit while falling, and a momentum component for maximizing horizontal distance.
Using a spinjump and down-aim to clip into a closing gate, allowing Samus to walk through the gate.
The ability to change the bomb placement timing in order control the speed with which you gain height.
The ability to IBJ with backspin which results in diagonal movement.