2H (counterhit) > 236H~4 > run forward > 5HHH > 623H > j.22H2H counterhit gives you an extremely easy conversion with stop tornado. This also connects off low non-counterhits, but on high non-counter hits they'll recover before falling into the tornado. Note the weird 623H hit here; you get this if they're high enough, and it leaves them closer for better oki. If you're late on the 5HHH you'll get a clean hit and send them flying instead.
2H (counterhit) > 236H~4 > run forward > 2H > 623M > 2M > 214H > 5H > 623H (> 22X)This 2H counterhit combo tacks on a bit more damage but costs you your seal setup, unless you reach the corner and wallbounce with 214H, where it becomes a no-strings-attached improvement over the previous combo.
2H (counterhit) > 236H~4 > run forward > (delay) 5HHH > 214H > 623H > j.22HAn alternate 2H midscreen-to-corner combo with a tiny bit more corner carry. Notably works from roundstart position. Need to delay until the opponent falls down a bit or the 214H will whiff.
2H > 236H~8 > 214MAs mentioned earlier, low non-counter hits can be converted with stop tornado in the same way as counterhit combos. However off high non-counter hits it's difficult to convert into a full combo without meter. This is a nice consolation combo that gives good carry and mediocre oki.
2H > 236H~8 > run forward > 66H > 214U > 5HH > 623H > j.22HWith 214U midscreen wallbounce removed in patch 2.20, it's rare to spend meter on antiair combos. The main appeal of this route is the corner carry, which slightly exceeds that of the meterless routes - you'll get corner wallbounce from a little bit past roundstart.
Often need to delay the 5HH to get close H. If you press too early and get f.H it doesn't really matter - you just lose a small amount of damage.
214U > Make up the restI know I put this at the bottom of the section so it doesn't seem very important, but you should absolutely learn to do this. 214U crushes almost every air button in the game if you time it correctly, so it's a really really good option against people preemptively jumping (a very common counterplay option for both seals and tornado). The timing is quite difficult but very worth practicing. Note that different characters have different jump arcs - you should practice against a variety of characters.
2H (counterhit) > 236H~4 > 5H > 623H > 5H > 214H > enderPutting 214H as your first special after tornado sometimes bounces the opponent out of the corner, so I recommend using 623H if your cooldowns allow it. Ender is your choice. End in 5H > 22H to set up seals. End in 22U for a safejump setup. End in super to close the round. End in install to BM. The possibilities are endless.
If you're feeling saucy you can put a backwalk 66H immediately after the tornado. Slightly awkward and no one actually goes for it in matches, but it's a small optimization.
2H (counterhit) > 236H~4 > (delay)623H > j.214H > j.22H > j.2U > 5HHH (> j.8U whiff > j.H safejump)Cool meterless safejump setup if you want to be safe to DP but don't want to spend the meter. Delay the 623H until just as the tornado ends, or the opponent will be too high and drop out of the airball.
2H > raging strike > (delay)5H > 623H > 5H > 214H > enderOff low no-counter antiairs you can do the previous combos, but off higher hits the opponent will recover before falling into stop tornado. Midscreen you would convert hits like this with up tornado, but in the corner the up tornado tends to miss, so the easiest way to stabilize the hit is to just eat the BP loss and use a raging strike.
623M > 2M > 623H > j.214H > 22U > 5HH (> 236L~4 whiff)Grimnir's 2H has disastrously bad horizontal range. Against people neutral jumping in the corner, you either need to react quickly and run up 2H, or fall back on a different option - in this case, 623M. It has pretty good horizontal range and isn't air blockable so it's a solid alternate antiair option. Also works to confirm any non-counter 2H hits.
The problem: it has no antiair property and light clash level. (Why?) This means that if the opponent jumps and does j.L, it'll clash (be ready to press j.L or air throw on the clash) - and if they do something heavier than j.L, they'll crush as long as they time it correctly. Makes it a very inconsistent antiair option.
2H > 236H~4 > run under > 5H > 623H > 5H > 214H > enderLiterally the first corner antiair combo but you run under them first.
2H > 236H~8 > reset 66M > 2M > make up the restOff corner non-counter hits it's pretty common for the up tornado to miss. You're still very plus on this drop so you can just continue your offense as normal, but if you're feeling evil you can go for an overhead reset. Requires you to be a little out of the corner - if you're right at the corner the tornado goes offscreen and won't connect.