Lambda-11/Combo List

On groundborne opponents
5DD/4DD > 236B

Simple, basic, a bit on the weak side in terms of damage but easy to perform. If you have the heat for a Rapid Cancel then you can increase your damage to 3000-4000~ by extending it into:

~RC > 5DD > 236C > 5DD > ~

6DD > ... (Easier and likelier to land at long/mid distance)

2DD > 6DD > 2DD (Cancel into 2DD if you are close enough to your opponent to land it whenever you get them on the air. Wait a bit after 2DD so the opponent falls down for long enough to be hit by 6DD. If you wait for too long Lambda will enter recovery frames and it won't come out anymore, though. This one extends the combo for a bit more than 6DD and adds a bit of damage. You can also walk forward a bit after 236C to make it land)

j5DD > j2DD > jc > j5DD > j2DD > j214D/632146D

Wait a little before j5DD so the opponent will be low enough for you to land j2DD after using it. The timing for j5DD can be a lot more strict or harder to land on smaller opponents. Alternatively you may use j5DD early and jump cancel into another j5DD > j2DD and end the combo.

5DD > 6DD > jc > j2DD > j214D

Works on tall characters if Lambda is close enough to land 6DD.

CH5D/4D > 236C > 5DD > ~

~6DD > ~

~2DD > 6DD > 2DD

j5DD > j2DD > jc > j5DD > j2DD > j214D/632146D

CH5D/4D > 236236D > ~

~5DD > 6DD > jc > j5DD > j2DD > jc > j5DD > j2DD > j234D/j632146 (Not quite as damaging as the option above and the proration might make 632146D not worth using, but the combo is doable either way)

~66 > 5C > 6C spam

On airborne opponents
5DD > ~

~6DD > ~

~2DD > 6DD > 2DD > ~

j5DD > j2DD > jc > j5DD > j2DD > j214D/632146D

5DD > 4DD > 236C > 5DD > 6DD > j5DD > j2DD > jc > j5DD > j2DD > j214D/632146D

The 236C part is very distance specific but it can lead to moderate damage without making use of rapid cancels if you get a random sword on your opponent right as they try to jump.

6DD > 2DD > j5DD > j2DD > j214D/632146D

6DD is a good option whenever you can predict your opponent will try to rush in with an airdash or if you know they won't wait to land after recovering in mid-air to move again.

2DD > 6DD > 2DD > j5DD > j2DD > j214D/632146D

2DD is not quite as useful for predicting as your opponent will be too close for when you get in the angle to use this one, but it can still catch some people up high.