Orientation also relates to the timing of which you do the move. 4B is dependent on how your opponent is launched, where and how they land; the wall can interfere with this by throwing off the axis of Dampierre's moves, for this reason an opponent can be more easily push too far behind Dampierre to do his normal 4B command at an end of a juggle.
For example:
33_99B BE, B!E!, 4B
If the B!E! command is buffered too early the opponent will be launced differently and won't get all its of 4B then if the input is somewhat lagged, whereas you will get all hits.
For CH 8B+K, B!E!, 4B, it's the same thing, you cannot input the commands too quickly.
Although, of the case that the opponent is being forced into a wall during a combo (i.e. 623B_B!E!_44BKBK), directly against the wall, they will be pushed at an angle away from the wall (this is what I mean by off-axis), thus increasing the likelihood you'll whiff the next move (like how 4B not itting properly), if not finish the string at hand.