This guide covers every advanced movement technique unlocked by the omni-dash ability, including the Super Jump, Wavedash, Wall Bounce, Wall-Wavedash, and Floor Bounce. Each entry breaks down the exact input sequence, the movement outcome, and the dash-refund conditions that make these techniques worth drilling into muscle memory.
After spending a long stretch chaining these moves together, I noticed that almost every technique here ties back to one recurring variable: whether the surface beneath you is metal. That single detail determines whether your dash comes back, which completely changes how aggressively you can route through a level. What follows is the clean input breakdown for each move, plus the situations where the timing actually bites back.

Super Jump
The most accessible dash extension in the toolkit. While grounded, dash forward and immediately input a jump. The momentum carries you noticeably farther and faster than a standard forward hop, and the distance gain is consistent enough to use as a default gap-crosser.
The dash refund is the part worth internalizing: if the ground you launched from was metal, you get the dash back the moment you leave it. That means a metal-topped platform lets you chain a Super Jump straight into another dash without ever touching a recharge station.
Editor Warning: Queue the jump during the dash, not after it visually ends. Waiting even a couple of frames past the dash window drops you back into a normal jump with no bonus distance — the move simply won’t register.
Wavedash
This is the speed move, not the distance move. Jump into the air first, then dash diagonally downward while airborne. The instant you make contact with the ground, jump again.
The resulting jump barely clears any height — noticeably lower than a standard jump — but the horizontal velocity is extreme. Use it on flat stretches or slightly downward slopes where you want raw speed and don’t care about gaining altitude.
- Best use: Flat corridors, downhill ramps, and open floors where height is irrelevant.
- Avoid: Ledge approaches where you actually need vertical clearance — the low arc will drop you short.
- Skill ceiling: High. The air-to-ground dash angle and the follow-up jump timing both demand practice before it becomes reliable.
Wall Bounce
Dash forward directly into a wall while holding a buffered jump input. The collision converts into a wall jump that behaves better than a standard wall jump in two measurable ways: it launches you higher, and it locks your movement for a shorter window afterward.
That shorter lockout is the real prize. Standard wall jumps briefly freeze your directional control, which kills your flow in tight vertical sections. The Wall Bounce keeps you steering almost immediately, so you can redirect mid-flight and keep the chain alive.
Editor Warning: The jump must be buffered before you hit the wall. If you press jump on reaction after impact, you get a plain wall jump and lose both the height bonus and the reduced lockout.
Wall-Wavedash
The Wall-Wavedash inverts the Wall Bounce’s direction. Instead of launching upward, you dash diagonally upward into a wall and jump, which fires you far away from that wall while you keep your dash — provided the surface beneath that wall was metal.
Think of it as a horizontal escape tool. It opens up routes across wide gaps that no other single move can clear, and because the launch direction points away from the wall, it pairs naturally with an open ledge on the opposite side.
| Technique | Dash Direction | Input Timing | Dash Refund | Editor Rating |
|---|---|---|---|---|
| Super Jump | Forward (grounded) | Jump during dash | On metal ground | Essential |
| Wavedash | Diagonal down (airborne) | Jump on landing | Not applicable | Essential |
| Wall Bounce | Forward into wall | Jump buffered before impact | Not applicable | Essential |
| Wall-Wavedash | Diagonal up into wall | Jump during wall contact | On metal ground | Optional |
| Floor Bounce | Straight down | Jump after downward dash | On metal ground | Essential |
Floor Bounce
Dash straight down, then jump. The downward dash compresses into a launch that sends you significantly higher than a normal jump from the same spot. Like the other grounded techniques, a metal floor returns your dash, so the move doubles as a vertical repositioning tool that costs you nothing.
Where this shines is stacked vertical layouts. A Floor Bounce off a metal platform into a Super Jump off the next metal surface creates a continuous climb with zero recharge downtime. Pairing those two is where the routing opens up, and it’s the combination I lean on most for reaching elevated collectibles quickly.
Editor Warning: The landing surface dictates whether you get the refund. A metal platform returns the dash; a standard floor does not. Always confirm the surface type before committing to a chained route, or you’ll strand yourself mid-climb with no dash left.
Once the individual moves are second nature, the practical payoff comes from stringing them together — Super Jump into a Wall Bounce, or Floor Bounce into a Wavedash across a gap. That chaining logic is the same mindset behind efficient routing in any late game guide, where movement economy decides how fast you clear a level.
Conclusion
None of these techniques require a resource investment — just clean input timing and awareness of which surfaces are metal. Drill the buffered jump on Wall Bounce and the air-dash angle on Wavedash first; those two unlock the most momentum once they click.