You're standing too far left and hitting the pillar, killing horizontal speed. For that cj in particular you need to be at 60fps and slow player speed. This video should help
Now just an explanation of cjs and how to manipulate them. Cjs can be split into two sets of categories:fast or slow, and long jumps, barrier plane, or normal. All of the following stuff is just what generally happens, sometimes they do unexpected stuff.
Fast cjs are done on fast or medium player speed. They generally just go up, with very little horizontal speed, although if you use medium you get a bit more. They only really work when you are almost perpendicular to the barrier. The closer to the cube you stand the more horizontal speed you'll get.
Slow cjs are done on slow player speed, unsurprising. They get much more horizontal speed at the cost of some height. They also work up to about 45 degrees from perpendicular. For these the closer to the cube you stand the less horizontal speed, and more height, you'll get.
Longjumps are cjs where you hide most of the cube behind a wall. This ends up giving you a lot of horizontal speed, much more than a slow cj does. The amount of the cube that's hidden affects how much speed you get, as well as where you stand and player speed. They do stack with slow player speed, but you get so little height that it's not useful. These cjs aren't very common, because there aren't many places where you need to travel further than a slow cj, and because they're a lot more precise.
Barrier plane cjs are the weirdest type. Basically, for every barrier there is an infinite 2D plane which runs through it and is parallel to it. If there is a cube mostly on one side of this plane, you are mostly on the other, and you're almost parallel with the plane (within 10° iirc), then sometimes you can cj. This is useful in a few spots because you don't need a barrier next to you to cj, but as they are so precise they aren't really used. You can do these from in the barrier, it seems like they are more lenient there, but generally you'll just bump into a wall making it useless.
Finally, normal cjs are just any cj that isn't a plane cj or long jump.
There are a few things which affect all cjs in the same way: framerate; when you press space; and what you press in the air. Framerate is pretty simple, the higher your framerate the more speed you'll get (in the same direction). As you've already seen uncapped is unusable, and so is 15fps. Most cjs will be on 60 or 30 though, as they are both quite convenient distances. Basically every cj you'll see anyone doing involves clicking and pressing space at the same time. If you wait a bit before pressing space you'll get less horizontal speed. I'm pretty sure this is the same as if you'd just stood further forwards, but you should be able to use it in some spots where you can't stand (e.g. too close to a wall). Finally, holding any direction key during the cj affects the horizontal speed you get. Usually it slows you down, but in some cases, like Goliath, they speed you up. The current theory for this is that it's accelerating you towards a set speed, and almost every cj is faster that this, so it slows you down. In Goliath however, you basically instantly hit a wall, so you start off quite slow, and get sped up.
So that's probably a bit rambly, but hopefully it gives you, and anyone else who reads it an idea of how cjs work and how to manipulate them.
You just need to stand in the right spot. Another way you can practice it is by taking the axe from C, but your lineup will be different, so it's not the best.
No, you need to be locked to 60 for the entire run. There are some faster strats that would be done if you were allowed to set it lower.
Hmm, maybe it doesn't like saves from other players, in that case you'll either need to get the flags manually, or do the work-around I posted above, but that can only replace one.
Oh I missed the bit about All Sigils, for that you only need the QR flag, but you can instead hit a death trigger. The most common place to do this seems to be in Escalating Problem (like this: ), but behind spawn in A4 is another good place. Doing this is slower than reading a QR if you have the flag, but only by a few seconds, so it might be a worthwhile compromise.
What you need before you start running is get a save with 83 QRs (with unique ids) viewed and all 22 audio logs listened to. This doesn't need to be in a single playthrough, but you do need to do it all without cheats being enabled. Doing this would unlock the "QR Reader" and "Good Listener" achievements respectively, but having the achievements doesn't mean you have the flags set, so I think it's misleading to say the run requires the achievements.
~~If you don't want to go through the work to get the flags then what you can do is replace your save file with one that has the correct flags (I'll link it below). This will also give you all achievements that the save has but you don't, in this case all of them. Your save is stored in "[main steam directory]\userdata[your steam id]\257510\remote", so on windows this is usually "C:\Program Files (x86)\Steam\userdata[your steam id]\257510\remote". Make sure to replace both files, and then next time you launch the game you'll get all achievements and you'll be ready to run the game. A few more important things to note, this will get rid of any playthroughs you currently have, so you might want to backup your files first, doing this will mess with all of your settings, so you should definitely go through them all again, and I'm not sure if this works with steam cloud on, so you may want to turn it off.
The save file: https://drive.google.com/open?id=0ByYTh9vvPxG7QWJWNDR1Y3p0SlE~~
Thanks for the information, I've gotten a few large jumps now, but I'm still working on a setup.
I already know about that method, but I find the cube jump at the end too inconsistent. Could you please explain the mechanics?
Is there a setup for the Goliath skip? I can get small hops using the glitch, but these are very inconsistent and I've never gotten the large jump required for the skip.