>>12026638
>Face wall while spinning
>Turn away from wall
>Jump within 9 frames of turning away from the wall (still holding away from the wall)
It's pretty straight-forward if you understand what you're doing. Though that's not to say it's perfect.

>Can't jump on the same frame as you turn around (Super also has an extra buffer frame on top of that) so it's closer to an 8 or 7 frame window.
>Super will cancel your spin if you aim diagonally up/down which is very easy to hit on the d-pad. Later games only stop the spin if you aim straight up/down which is more lenient.