Is it 100% confirmed that the DOOM combo works on ALL sized characters, provided the first kickpunch releases them into an altered fall arc, due to ring edge / wall proximity?
*kickpunch = crouch dash kick Brave Edge (air punch grab party ball huzzah) = GSKBE
Said differently:
1) You can force your opponent to stand & guard after GSKBE because if they roll, another one will connect.
2) However, if GSKBE hits and releases them NEAR the edge of the ring or a wall (not the same as wall splat or RO, obv), then tech trap options change as they will be closer to you than normal.
3) AFAIK, in that situation where they land closer to you, another GSKBE is guaranteed. If I am retardedly wrong here, just say so.
4) There may be character size variation that changes what is guaranteed, I dunno, I haven't tested on different sized characters.
5) If the "distance-altered fall arc" oki scenario does guarantee KickPunchsetup is valid, then blowing your meter on multiple KickPunches is the end game, since as soon as you get wall splat or RO it is likely you will be ending the round.
So the real point of re-hashing this topic is thinking of a round in terms of a flow chart, with specific regard to ring position.
What opening moves on what stages will realize the DOOM combo scenario ASAP? What following moves will do so if said opening move is blocked, or if it does hit?
With moves like 3AA, 6K, 4KK, 6A, 66A, 44A, AgA, NSS K (non CH), and GSKBE all sending them flying back or off to the side;
and the tons of moves already mentioned which create stun and both guaranteed damage follow ups AND/OR tech trap for the "flying back moves"';
then it is only a matter of time until NM players can know a simple 2-4 move "program" which will result in the DOOM combo scenario going active, on more than a few different rings which have fairly close by walls, fences, or hard ring edges.
Once the info is fully tested, the program can begin, following a adequate flow chart illustration.
Which will be made into a T-shirt.