Getting up a 2-tile-high jump in a morph passage by mid-air morphing off the opposite wall
Being proficient at avoiding the baby Metroid
Executing a strat that requires waiting or doing the same thing over and over again for over 3 minutes, even with good execution
Using a frozen Beetom to perform a ceiling clip
Managing to break free of the water while doing a sunken dual wall climb, without the help of space jump
Continuous Walljump. Doing a precise forward jump that causes Samus to move back down right after the top of a wall while retaining her momentum. This leads to a tiny window where a walljump can be performed, still with the original momentum.
A tech that involves multiple damage boosts with precise timing. No room for missing one of them.
A precise walljump that additionally needs to done as far from the wall as possible.
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.
Using grapple jump off a Draygon turret. FIXME does it actually require HiJump?
Climbing a wall with consecutive walljumps very quickly, e.g. for setting up a full halfie.
Positioning Samus at the very edge of a platform, facing away, then turning around and jumping to initiate the jump from a position that is off the platform (and slightly below it)
Executing a gravity jump off a walljump
This maneuver involves manipulating baby turtle movement to group them together in a corner, to clear the rest of the surface to charge a shinespark. Much easier with morph.
Using Iframes to perform a walljump off a spike wall
For delayed walljumps that require extreme precision, in the vicinity of pixel+frame perfect.
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 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.
Using a frozen Multiviola to clip through a one-tile-high wall.
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.
Setting up an ice clip at exactly the right pixel, so the clip can work without the leniency allowed by an X-Ray standup
Using a frozen Puyo to clip through a one-tile-high wall.
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 second Zebetite barrier, clipping through it by morphing/unmorphing/remorphing on a frozen Rinka.
A general tech for opening right-facing gates from the left. Individual strats may differ, so requirements are left for individual strats to define.
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.
The ability to start an IBJ off a jump on sand. Pretty obnoxious.
Being able to glitch through the Mother Brain zebetites by using a shinespark and iFrames.
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 a series of rapid, consecutive wall jumps underwater, on two nearby walls, to climb upwards.
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
Using a frozen wall crawling enemy (such as a Zeela or Geemer) to perform a ceiling clip
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.