Ofc you should have horizontal combostarters, and ofc there should be risk to movement. What's the deal with all the SC2 fanboys flooding the discussion all of a sudden?
I think Voldo is very much about his "reverse mixup" game (since his ordinary mixup game is on the weak side). That is, attacking from disadvantage using his many evasive moves. Moves like 4A and [1]B put him in very good situations on block, from where you can work your offensive defence.
Yeah, on paper Land Fish is pretty much ass (being unsafe and generally dealing low damage) but it's a low-mid, A/B mixup that leads into more mixups on hit, and LF B BE combos can net you ~70 dmg.
It's really just a 50/50 that you've got to weigh against the opponents ability to punish...
*May lead to. It's just the CE that tech traps any direction for full animation. Considering A+B3 (+another tech mixup) is guaranteed vs non-tech, and punishable if teched, I'd say it's a viable mixup.
Some "basic" tech traps into full CE:
66K, CE - all tech (might not be cost efficent)
CR AA, CE - all tech
A+B, CE - all tech (timing for right can be tricky)
CH 66[A+B], CR, CE - left/right tech (at least)
In general, a tiny delay might be needed, and catching to the right can be really...
All my testing is done Voldo vs Voldo, but I have no trouble connecting the combo on O.Pyrrha. A little more whiff prone I'd say, so yeah it's probably affected by character height.
But mostly I think it's a timing issue.
Not having much luck with that theory so far...
Anyway, another wall combo / tech trap:
88B W! 4K W! 4B, 66K, WR B = 76 dmg
picks up any tech for -> 4K, 66K, 66B = 150 dmg, pretty decent for no meter
with meter -> 4K, CE (full animation) = 170 dmg
Yeah, if you get a 88B with visible step I believe it's guaranteed.
And catching right-tech with animated CE requires a tiny, tiny delay. It won't completely whiff otherwise, but that tiny delay might make a left-tech able to slip out.
*Edit: left tech will never slip out, even if you delay it...
Here's a good one:
666B, 66B:
-A+B (62): Grounded
-A+B3BB (~110): Left and back ukemi
-44A+B (112): Any directions ukemi
Same goes for CH 66B, but obviously with less damage. Though 3B is guaranteed.