Here's a GIF demonstrating it.
Note that I am NOT replicating the bug perfectly (walking for too long before diving again, for example), leaving room for a counterattack, but it IS possible to do this flawlessly and quite literally create a deathtrap.
Since I already know what the excuse not to fix this will be ("/ie 1 is a cheat and not an official option, hence we will not put the effort into fixing this issue"), take regular stamina drain into account; it allows a player to do this approximately 3 11 times, and follow the combo up with a different move of their choice (since punching can be done without stamina). If done properly, the victim cannot counterattack while being dived into; blocking doesn't do anything and the victim cannot get up fast enough to retaliate by punching or kicking back. Moving is not an option either. That means your opponent will be forced to suffer the damage and deal with the consequences if somebody decides to use that trick on them.
As I explained in my previous bug report, creating a move that cannot be countered is bad game design and is considered an exploit in my eyes (even though you're "using the terrain to your advantage"). I think a decent fix for this could be that rather than returning you to your regular standing position after getting walldived you'd get staggered midair and fall as if you've been kicked off a ledge or slammed down. I think there's plenty of room to allow that in default maps and that would force players to think more cautiously about their movement.






