Also, I don't know if you know of a certain movement option, Augoeides, but it's not the case that Aradia can only dash twice on the air! She can, technically, kind of dash three times in the air. To do that, dash once out of a ledge, then jump in the air as soon as possible. You'll actually execute your FIRST jump if you do it right, rather than your double jump. From there, dash on the air and double jump, then dash again.
I was actually kind of amazed when I discovered this movement technique, 'cause it made me imagine Aradia starring in a platform fighter like Super Smash Bros and she'd be just amazing with this, y'know? Amazing edgeguard options. Let her side special be the air dash that doesn't make her helpless but can only be used once every jump but then give her this and you have a character with awesome edgeguarding, who can punish opponents pretty far off the ledge and then simply recover.
Incognito level three with basic upgrade for a four-hits jab, then other weapons for different attacks (maybe her smashes could use the heavy weapons).
Her Down B could be the Riposte in which she parries the opponent and then lands a three-hit combo entirely made out of strong attacks critting, that is, a counter attack which paralyses melee attacks and reflects projectiles. Could be cancelled to leave the opponent dizzy for a duration proportional to the opponent's damage taken, allowing for a smash attack to be charged for a punish, so the player would choose between large damage but little to no knockback, or lower damage but very high knockback.
Not sure if Aradia has any spells or attacks that allow her upwards mobility after the double jump, but she has some good air combos. Not sure what to have for neutral special or Final Smash, either
I actually have notes in red text on the map, which explain some of the more interesting shortcuts and secrets. One such thing, is the gap over the save point in the White Cathedral. When you go through the left library and climb to the top of it, there's a lever that lowers a ladder. Going down that ladder takes you to another lever, which opens a gate that blocked a shortcut back to the Save Point for that area. However, once you fall off that ledge (where you raise the gate), for whatever reason, the developer didn't include a way to get
back to the ledge, making it the only one-way shortcut in the game.
Ever since I first played this game, I've wanted to jump back on that ledge, but never quite made the jump, because the game randomly decides to "shut off" your ability to jump when moving off certain ledges, and the area above that Save Point is one of them. However, while mapping out the game, I did notice Aradia's unusual air movements, and managed to cross that gap, although it's super input sensitive (due to the game randomly shutting off double jump there for some reason), so as I mention on the map, it's probably faster to just run through the library again.
Anyway, as far as I can tell (and based on your statement, you've already noticed), that the dash seems to "re-enable" the "jumping mode" that game randomly shuts off until you reach the ground. However, I didn't know you could triple dash, as my "jumping technique" doesn't start that way.
For this specific gap, I did
a Jump, then Dashed. This dash seems to re-activate Aradia's double jump, so I immeidately Jump at the end of the Dash, then Dash again. This let's you cross a pretty big distance, by the way, although even with specific series of input, making that gap I'm talking about is still really hard. H
owever, if your right, and we can "Triple Dash", making the gap would be super easy, as I always miss it by a hair.
So apparently, I have brain damage. I decided to immediately log into the game (rather than speculate on what you suggested). First, the "Triple Dash" does seem to work, although it's a bit finicky. So this confirms one thing about the movement in the game:
jumping seems to automatically restore 1 Dash, every time. Second, that "gap" I was rambling about is super easy. Apparently, I never noticed the platform right next to the ledge, even though you use it to get up there in the first place >_>. Just goes to show you how much I was playing it, that my eyes were strained enough to miss something so simple, because that platform significantly shortens the gap, meaning you can make the jump everytime.
Also, I didn't mention it on my map, because I couldn't find a direct use for it, but you can "wall climb" too. On certain wall, if you jump against them, Aradia will suddenly reach out and grab them, allowing you to just again, and grab onto the wall again, and repeat. You can also do this to a lot of the ceilings in the game. I think this is due to either the game being made up into multiple "pieces", which the developer basically jigsaws together to make the game, or just some poorly designated environmental hit boxes (I've heard that programming platform "Hit Boxes" is sketchy and a headache).
You can try this out in the
Aerial Pilgrimage Road; there's a few places you can grab onto a wall and jump up the side of it. At the beginning of the White Cathedral Garden, you can actually grab the right side of the floating "bush room" at the beginning of that area, although it requires a specific double jump, but if you pull it off, you can skip the 2 annoying regenerating plant walls that block entrance to the bush room by climbing the wall and entering through a secret opening. Originally, I was going to write this on my map, but if you advance a bit in the Garden, you find an upper area, which you can fall down through to the bush room, then just leap through it's secret opening. Obviously, this is quicker than MLG frame perfect jumping, so I didn't bother keeping my original notes on that spot for the map.
But yeah, the game definitely has some depth to it's movement system, although I think that's mostly due to glitches in how the developer programmed it through Unity. Also, there's no where to really abuse these movement techniques. One of my biggest problems with the game, is that it holds your hand too much. The game CONSTANTLY bombards you with shortcuts, some of which don't even make sense.
Like, near the beginning of Remniscat forest, there's this underground area you can fall into (I believe it's where you get the Church Knight Straight Sword). There's a gate to the right... except once you leave the pit and continue right in the forest, there's another underground pit immediately following where you left, which includes the lever to open that gate, and I think the Church Long Gun... Why would you include a shortcut to an area you already completed, that was directly next to where you just left? This is made further pointless, by the fact that
every Save Point also doubles as a teleporter, so really, most of the shortcuts don't really have a point, other than being an interesting way to connect the map together, I guess.
So, unfortunately, all our fancy glitching doesn't have too much use. But, there might be things we don't know about. Specifically, I'm curious if you glitch through walls somehow. I'm not sure if your familiar with the Castlevania games that Night of Revenge heavily copies from, but in a lot of them (specifically "Symphony of the Night" and "Dawn of Sorrow", my personal favorites) you can perform attacks/techniques against a wall to "move through" them, causing the game to disperse your character and "shove" you into a later portion of the game. Speed runners use this to skip to the end of those games. I wonder if NoR has something like that.
Also, if you've never played the Castlevania RPG's, I
STRONGLY suggest you snag their roms and give them a try.
Dawn of Sorrow (for the 3DS) is the best "Metroidvania" ever made, in my opinion (although there all a ton of fun). And I will fight you over it.