From experience, some speedgames' clipping techniques just involve looking for walls in specific formations, not necessarily one special wall. I've run games where you could clip through most corners at an acute angle depending on lag, and can clip through any ledge as long as it's perpendicular to another wall. It's more about finding places with similar geometry. Since he mentioned skew, it's probably based on games where your model rotates when on slopes or stairs? Idk.
Also hell yeah changing gender to save time.