There are many emergent moves that occur when attempting tight maneuvers, especially toward the end of the game. Unfortunately, they aren't consistent, and activating them seems to happen rather by accident during the course of normal play. This can cause a choregraphed set of inputs to go awry and result in undue failure. This causes the challenge to get rather cozy with being obnoxious, because clearly there wants to be a higher level of gameplay here, as is fitting it's obvious MetroidVania roots. Here's a short list of "moves" I encountered:
1: Diagonal charge. It's possible to charge and jump in a particular direction, but the keystrokes have to be executed in VERY close succession, but not simultaneously.
2: Chain Charge. This one is a bit more "human accessible" but it seems to activate at the most annoying times, especially when you want to do other jumps. It has saved my butt on occasion. I was attempting to use it to clear the second S spike room after the 3 red slimes you have to charge through, but no success as of yet because the timings are so tight in there. Basically you can charge, then dive, then charge again if you are quick enough (and also Dive again, but space for this is hard to come by; I usually run into the floor or walls first)
3: Dive Cancel. this one seems to work where if you jump at the exact moment you grab a ledge you are charging into, the jump is ignored and instead the game thinks you are still in the air, so when you press jump again to get off the ledge it activates a dive so you throw yourself at the floor instead of climbing the ledge. Changing the controls so pushing up climbs a ledge that you can stand on instead of jump would solve this, and can also be mutually exclusive, because I can see scenarios where leaving it as is could lead to some interesting puzzle elements.
I did beat the game shortly after this review. So it's not impossible. Extra 1/2 star.