The Extended Superslide (ESS) is very similar to the superslide, but it allows you to change directions and use items while sliding, giving it a lot more utility. A normal ESS is about half as fast as a superslide but is still slightly faster than backwalking. A special variant of the ESS, called a Hyper Endless Superslide (HESS) has the same speed as a superslide, which makes it extremely useful, especially in a TAS.
For any ESS, you must gently press the control stick in a direction not directly up or down. Down-left and down-right are preferred as they will require Link to turn more before he stops. The angle has to be very slight: just enough to put pressure on the control stick. If Link quickly flies in a direction and then stops, then you used too much pressure. If Link just stops and doesn't fly in a direction then you didn't use enough pressure. Pressing down-left will make Link spin counterclockwise, and pressing down-right will make Link spin clockwise.
You must lock the camera with Z/L before Link turns too far (270 degrees), or the ESS will be cancelled. As long as you keep locking your camera, you can ESS until you want to stop.
You can change your direction during an ESS by shifting from one side of the control stick to the other while maintaining the same pressure; too much or too little pressure will stop your ESS. In order to avoid accidentally releasing the control stick from ESS position, you can pause the game, adjust the control stick, then unpause. This is very useful if you want to change which direction you are able to turn during an ESS or a HESS.
Note that a Damage ESS is slower than backwalking, making it almost useless.
To perform a HESS, you must roll and get hit by damage 1 - 6 frames before your roll ends.
You can actually obtain a Damage ESS, a HESS, or an ESS from this method. If you get hit by damage 3-9 frames or more before your roll ends, then you will get a normal ESS with varying speeds. Getting hit 1-2 frames before your roll ends will give you a HESS, as described above. Getting hit any later, after the roll will cause Link to take damage, thus resulting in a Damage ESS, which is slower than a regular ESS and practically useless.
If you press Z/L during the 2 frames that you can obtain a HESS, and if you're holding the control stick in the ESS position, then the game will crash. It is very important to make sure you're not holding Z/L when attempting a HESS, though it also important to hold Z/L after you obtain the HESS so that it doesn't get cancelled.
If the damage source knocks Link forward whilst getting a Damage ESS, the ESS will continue Link's movement forward, however with an ESS or HESS, Link will always travel backwards.