Oh wow I can't believe I missed that, it's literally one room away.
You actually can cancel the aurora fist if you have the aurora ring equipped. Maybe that'll come in handy somewhere, but here it's easier to start the fist farther away so it ends at the right time.
I tried it and you only don't get hardlocks at the right edge. So with floating boots or a hard sequence of super jumps you get some useless zips to Skel Cave A and Aqueduct B in the same places the other one takes you. Now very inconsistently, you can slide out of the usual place with the summoning tome to get to Skel Cave B, but that's completely unviable. With some serious glitching with floating boots I could even manage a zip to the save in Cavern A, which again isn't good for anything.
I also just tried out the same sort of thing with the ball in the ball race when it stops while using the invincibility potion. No luck, apparently the ball's solid hitbox is way smaller than it looks.
You actually can cancel the aurora fist if you have the aurora ring equipped. Maybe that'll come in handy somewhere, but here it's easier to start the fist farther away so it ends at the right time.
I tried it and you only don't get hardlocks at the right edge. So with floating boots or a hard sequence of super jumps you get some useless zips to Skel Cave A and Aqueduct B in the same places the other one takes you. Now very inconsistently, you can slide out of the usual place with the summoning tome to get to Skel Cave B, but that's completely unviable. With some serious glitching with floating boots I could even manage a zip to the save in Cavern A, which again isn't good for anything.
I also just tried out the same sort of thing with the ball in the ball race when it stops while using the invincibility potion. No luck, apparently the ball's solid hitbox is way smaller than it looks.