Thrust: Perform a brief, damaging dash on the ground at fixed speed before returning to standard running state. Has shorter range and less potential than a traditional spindash, but can be used repeatedly (with an adjustable delay between re-use) and is capable of rapid direction changes for turn-on-a-dime cornering and fake-out tactics.
Lunge: Similar to above, but stops the player to an absolute standstill when the attack is finished. Generally even slower and shorter range, but better for more traditional melee applications such as a swing with Amy's hammer.
Chaos Control: Charges exactly like a spindash, but instead teleports you directly forwards a set distance depending on how long you charge (with adjustable maximum teleport distance). The time it takes to charge typically only makes it useful for short range warps, as charging for long range (even if allowed) takes a long time and makes you an easy target, and even after warping you're left at a standstill and open to attack from a quick-thinking opponent.
Grapple: Okay, I already did this one but I thought I'd revise it a bit. The ability has both midair and grounded variants which, when activated, constantly pulls you towards a target you're aiming at until the ability is deactivated. This includes walls, scenery, item monitors and even other players. The main drawbacks are it's limited range, difficulty of usage and heavy accuracy requirements, but when mastered the move is capable of travelling across walls and ceilings quickly, keeping pace with speedy enemy players and generally possessing accessibilty to most areas as long as there's something to latch onto nearby.
Ledge grab: If the character barely misses a jump and falls short, they will be able to grab the ledge and haul themselves up with a small jump. The obvious disadvantage of this is that it removes the capability for standard midair moves such as thokking.
Triangle jump: Executed similarly to the thok. If a player touches a wall after the jump button is pressed in midair, the character latches to the wall similarly to Knux's wall climb, but can't move on the wall and is facing sideways rather than towards the wall. The character can then jump off the wall freely and leap to a higher, otherwise inacessible area or (if multiability is enabled) latch straight onto another wall within reach. Outside of wall jumping, the triangle jump carries no advantage over Thok moves, being slower and shorter reach (or maybe even not assisting momentum at all).
Pinball: Has both midair and grounded variants. When activated, the ability removes all player control and forces a spinball state - when the player hits a wall or damageable object (like an enemy or item monitor), it causes damage and the player bounces off, and the process repeats until the player deactivates the process again. The effect is similar in the midair variant, only the player bounces repeatedly off the floor at variable height (depending on how high the user was when the move was triggered) as well as the effects of the ground variant. This move is absolutely devastating and unpredictable in certain circumstances, but the user is hardly invulnerable - a ranged attack can easily punish its usage, and the presence of level hazards (particularly death pits) generally discourages Pinball usage for risk of unavoidably killing yourself.
Swoop: Another revision of a previous ability I mentioned. In midair, the player will dive in a down-and-up movement, causing damage to anything along the way, but cancelling out into running state with maintained momentum if the ground is touched before the lowest point of the dive. The depth of the dive and the overall distance covered is variable and can be altered per character. In any case, the ability is somewhat risk-and-reward material, and requires relatively high ground to cover longer distances, but can otherwise be a good fake-out move when you need to get to lower ground quickly.