Escalator Jump

Escalator Jump (ej) is an air control technique that allows to walljump (thus rocketwalljump) multiple times on the same wall.

Physics
A big part of how ej works is currently very poorly understood by the community.

To perform an ej, the player needs to setup its AirControlVelocity in a direction roughly opposed to its Velocity (speed). This is usually done deliberately by executing an ej start among a list of know ones.

AirControlVelocity
AirControlVelocity (informally referred to as grip) is an internal three-dimensional vector variable that defines how much a player is affected by its strafes and walljumps. It may be manipulated while the player is in the air or in a mario setup and is reset to the zero vector as soon as it touches the ground, swims, takes a grapples, a teleport, a bumper or trampoline, or mariojumps. To work around the reset of the AirControlVelocity through touching the ground, a player can perform spam walljumps with the viewing angle approximately 90° normal to a wall (that connects to the ground) to "hover" above the floor, thus avoiding a reset.

It grows: Dashes, including dashjumps, give additional grip in the direction of the key(s) pressed to execute the dash.
 * when the player presses directional keys, in the direction of the keys;
 * when the player walljumps, in a direction opposite to the speed the walljump gives.