(starter) > 214H > 2M > 236H~8 > 5H > 623H > 5HHH > 22HGrimnir's basic corner combo. Not a safejump setup, but you should learn it first because the muscle memory for it is essential to the rest of his combo routing. Meterless, does a good chunk of damage, and sets up seals. Even without a setup, having seals up is already plenty threatening.
236H~8 means to perform the upward followup to tornado. This isn't necessary for this combo, but it's the followup you want to do 99% of the time, so eventually your muscle memory will have you doing it here automatically anyway.
(starter) > 214H > 2M > 236H~8 > 5H > 623H > 22U (> 2L whiff > jump forward > j.H safejump)The first safejump setup you should learn: Grimnir's basic corner combo, but ending in 22U. It's a good setup with no major flaws.
Minor flaw #1: it requires 50 meter (but with the refund only costs 25). Grimnir builds meter very quickly so you'll almost always have enough, but especially early in the round it can be good to save and avoid falling below 50% in case you get reset to neutral.
Minor flaw #2: it puts 22U at the end of the combo. Patch 2.60 extended the meter penalty duration of U skills, so ending in a U skill makes a pretty significant difference on the amount of meter you build immediately afterward.
All that said the combo as written is still excellent - solid damage, easy, consistent, and the starter is very common. Combos like this where the first special is 214H are good to learn because you can do them out of any starter, or even if the opponent isn't quite in the corner yet. There will be setups later that only work off of close starters like autocombo while standing directly in the corner. They're still valid setups, but because they're more specific you won't have as many chances to hit them in a match.
(starter) > 214H > 2M > 236H~8 > 5H > 623H > j.22H > j.6U > j.L > 2.H (> 5U > j.H safejump)Patch 2.60 reduced the startup of U DPs and invalidated a lot of old safejump setups, so this is probably the easiest meterless one now. It's pretty difficult, but it's a common starter (214H), and the weird jump arc of the 5U leaves a little more room for ambiguity than regular safejumps.
The hardest part is probably the j.22H. It helps a bit if you hold the H button down, though you still need to be immediately ready for the airdash after.
(starter) > 236H~6 > 22U > 2M > 623H > 2H > 214H > 2H (> 5U > j.H safejump)A fantastic safejump in every regard except the starter. You can pretty much only connect 236H~6 (push tornado) off of autocombo, 2M, and the first hit of f.H. Anything else - f.L, f.M, both hits of f.H - and you need to use 214H instead. You also need to actually have tornado cooldown available. In that regard this setup requires a little more situational awareness. What reward do you get for it?
1) No meter penalty. Putting 22U at the start of the combo means that by the time it ends, meter penalty is over, and everything you do on block after will build meter again.
2) Better tornado cooldown cycling. EX tornado is Grimnir's only plus-on-block special, so having the cooldown immediately for your followup offense is very valuable.
3) Worse kick cooldown cycling. EX kick is Grimnir's most confirmable special because it's the only thing that connects off far hits. If it's on cooldown, you need to confirm hits like f.L or f.M with 214U/raging strike instead, which is more expensive.
(starter) > 214H > 2M > 623H > 22U > 5LLL (> 9U whiff > j.H safejump)Opposite of the previous combo - a mediocre safejump setup to fall back on when you don't have tornado cooldown, probably because you just spent it on block for plusframes. I say mediocre but you're not really losing that much damage anyway honestly. Don't use this just to save tornado cooldown, though - if that's your aim, you're much better off doing a tornado setup and keeping all four seals intact.
These setups are either more difficult or less useful than the above setups. They still have their uses, especially if your execution is good, but you should learn them after.
(starter) > 214H > 5L > 5H > 236H~4 > 623H > j.H > rejump j.22U (> land > 5L whiff > jump > j.H safejump)Not really any great reason to learn this combo anymore aside from the novelty and mental damage of "doing a different combo route." (That's why it's in the bonus routes!)
At least it looks cool...
(starter) > 214H > 5L > 5H > 236H~4 > 623H > j.H > (delay)22U (> 5H whiff > j.H safejump)Slightly more difficult version of the previous route. Its big appeal is the ambiguity in the timing. Not very useful as a safejump, but shows its true worth when we start talking about empty low setups because your frame advantage depends on how much you delay 22U. Earlier 22U hits are more plus.
(starter) > 214H > 2M > 236H~6 > 22U > 623M > j.2U > 2H (> 5U > j.H safejump)An alternate push tornado safejump you can do off 214H starter. Spends one seal, but putting 22U earlier in the combo like this gives reduced meter penalty.
autocombo > 623H > j.214H > j.22H > j.2U > 5H > 236H~8 > 5HHH (> j.8U whiff > j.H safejump)The j.214H > j.22H > j.2U links are awkward and take getting used to. This combo does a bit more damage than the meterless combos listed in the main section of the page, but it uses up an additional seal so the trade is questionable. Again, the main appeal of these bonus routes is just "doing a different combo."
Note the starter. Unlike routes that place 214H as your first special, 623H routes require you to already be hugging them in the corner, so you're less likely to get this hit in a match. It works out of a couple situations other than autocombo, e.g. (2L > f.L > 623H), but for simplicity I'm just going to list combos like these as autocombo starters.
autocombo > 623H > j.H > rejump j.H > j.214H > 5H > 236H > 66H > 22U (> 5L whiff > j.H safejump)Patch 2.60 made dash normals bufferable, so this combo is very consistent now. Praise be. Tacks on a bit more damage than the mainline metered routes in exchange for a less common starter and worse tornado cooldown cycling. But using 66H mid-combo like this looks cool, and that has to be worth something, right?... WRONG. It's actually 20 less damage than doing 2H. But the 2H variant requires a microdelay somewhere, so it's a lot less consistent.
autocombo > 623H > j.H > rejump j.H > j.214H > j.22H > j.2U > 2H > 8U (delay 8U whiff > j.H safejump)Funny highjump safejump. Unfortunately a lot more difficult than it looks. You need to manually delay the second 8U or you'll land before your opponent and whiff the j.H.
(starter) > 214H > 2M > 623H > j.22H > j.38U > j.68U > j.22U (> j.268U whiff > j.H safejump)Funny highjump safejump, metered edition. The convoluted dash pattern does bonus mental damage to your opponent (and your seal count). Let go of the button after the j.38U, and the j.68U will time itself. The j.268U isn't quite autotimed - put a small delay between each dash. Timing it to be safe to U DP is pretty annoying now.
autocombo > 623H > j.H > rejump j.H > j.214H > j.22H > j.2U > 8U > j.H > 2H (> delay 5U > j.H safejump)Up-down-up-down-up-down. Very fun meterless safejump. You need to delay the 5U cancel out of 2H until one of the late cancel frames or your j.H will miss.
(starter) > 623M > j.1U > 2H > 214M > 22U > 8U > j.H > j.214H (> j.L safejump)Requires an air seal already set and you need to be close to the opponent. Looks kind of like a combo drop and sometimes baits people to panic DP.
(starter) > 623M > j.1U > (delay)5H > 236H~8 > 66H > 623H > j.H > rejump j.22U (> 5L whiff > j.H safejump)Requires an air seal already set and you need to be close to the opponent. Doing j.2U instead of j.1U makes the combo more consistent for literally no downside, but it doesn't look as cool. And there's almost no reason to do this combo aside from it looking cool.