Lambda's combos focus on carrying the opponent to the corner and ending in an okizeme setup, this will usually be Spike Chaser.
There are different routes depending if you can land Gravity Seed or not. The ones where she can are high damage and always ensure the corner, but require Lambda to be close to the opponent such as a melee confirm or through IAD'ing in from midscreen pokes.
Routes without Gravity can still land the opponent in the corner but require them be hit in the air, or be launched from a move like 6B or Spike Chaser.
Common Gravity Routes
It's possible to get to the corner no matter the screen position via Gravity Seed from 3C. For example:
X > 3C > 214C > 665C > 6C > (Delay)> 236C > (route ender)
This is the most common route into Gravity, and it has two main variations depending on distance. The easiest and standard is when you’re around roundstart with the ender being 66C > 236D > 6C > 214D, so a combo at this range would look like:
5B > 3C > 214C > 665C > 6C > (Delay) > 236C > 66C > 236D > 6C > 214D
It's possible to do 236C > 214D > 66C… if you are close enough for them to wallstick in the corner.
The other variation is if you're much father back from round start position— if you were cornered yourself. It follows the same pattern as the above, but you do 66C(1) > 236B(w)~6C > 6C > 236D > 6C > 214D. For example:
5B > 3C > 214C > 665C > 6C > (Delay) > 236C > 66C(1) > 236B(w)~6C > 6C > 236D > 6C > 214D
This will travel from corner-to-corner and work even off short length starters such as 2A. You need to cancel 66C(1) almost immediately for it to be consistent.
Gravity IAD Routes
If you land a confirm but aren't in range for 3C, you can still land Gravity through IAD routes. These can be done from max-range 2B/5B and 5D confirms and use X > 5D > IAD > j.B > j.C > 663C > 214C. For example:
5B > 2B > 5C > 5D > IAD > j.B > j.C > 663C > 214C > 665C > 6C > (Delay) > 236C > 66C > 236D > 6C > 214D
5B > 2B > 5C > 5D > IAD > j.B > j.C > 663C > 214C > 665C > 6C > (Delay) > 236C > 66C(1) > 236B(w)~6C > 6C > 236D > 6C > 214D
These routes sacrifice little damage and have a good regen amount, but can't be performed from 2A/5A nor air buttons due to the hit stun decay.
It's still possible to fit in 214D here for extra damage.
Common IAD routes
This IAD example ties into confirms where Gravity is (usually) not possible to go into, like that of 6B and air hit 6D/2D. Just like before, there are two main variations depending on your distance from the corner: from around roundstart position, and cornered yourself.
The first route is for round start position and uses X > Delay > 2D > IAD > j.B > j.C > 6A > Delay > 5C > 6C > 236D > (route ender). You will usually be too close to the corner after 236C to set up Spike Chaser, so here you would either do 6C > Gravity okizeme, or, if you wanted to squeeze out extra damage, 6C > 2D > 5D > 236B.
For example:
6B/6D > Delay > 2D > IAD > j.B > j.C > 6A > Delay > 5C > 6C > 236D > 236C > 6C > 214A
6B/6D > Delay > 2D > IAD > j.B > j.C > 6A > Delay > 5C > 6C > 236D > 236C > 6C > 2D > 5D > 236B
Ending in 236C > Delay > 3C(1) > 236B is a safejump setup. E.x 236B > 66 > j.B.
Gravity as okizeme cripples the opponent's mobility on wakeup making it good to see what they do and react without the worry of them escaping or doing a reversal, you can also be more aggressive and roll check with 662B after and still meaty if they didn't. As for 236B, it's a hard knockdown which is nice for scoring a KD while getting the most meterless damage out of a confirmor trying to bait a wakeup reversal.
IAD Crossup
The other route, if you are cornered or very far from the next corner, is a sideswitch instead of corner-to-corner, by buffering 66A as Lambda lands she will crossup under the opponent. For example:
6B > Delay > 2D > IAD > j.B > j.C> 66A > 6C > 236D > 236C > 66C > 2D > 5D > 236B
If the spacing allows, you can do …> 236D > 66 > 6C > 214D for a Spike Chaser setup.