(starter) > 214LGrimnir's meterless midscreen conversions are pretty average. Off very distant hits (including most whiff punishes) you can't even connect 214L. If your starter is autocombo, you can end on 214M instead for greater corner carry.
autocombo or 2M > 236H~8 > 214U > 2H > 623H > 5H > 214H > 22U (> 2L whiff > j.H safejump)Your easiest (actual) midscreen combo. You need to be somewhat close to the corner to get the wallbounce with 214U. Can end in whatever you feel like if you don't want to spend the additional 25% for the metered safejump.
Even if you don't reach the corner for wallbounce this will probably be your go-to midscreen combo; the others either require more specific starters or are prohibitively expensive. In this case the combo ends after the 214U, and you can either use the knockdown to set up seals or run up and take oki with 66L.
Grimnir's midscreen combos took a significant hit in the 2.20 patch, so it's more important than ever to learn to make the most of your seals midscreen. These next few combos show ways to convert out of less convenient seal placements.
(starter) > 623L > 6U > 2M > 236H > run forward > 214H > 623H > j.H > rejump j.22U (> 5L whiff > j.H safejump)When you hit your starter but don't quite reach your seal for a gale dash extension, you can use the forward movement from light spin to convert into a full combo. If you think you'll reach the corner with 214H, this sets up for a safejump. Need to eyeball the delay on the 623H based on distance from corner; sending it as early as possible won't let you connect j.H after. If you aren't comfortable with guessing the timing for the safejump, you can just do 5H > 623H > j.22H instead to set up seals. This is preferable to dropping the combo.
This route has really good corner carry, but sometimes it still isn't enough. In these situations you can do 214U instead of 214H for additional corner carry and a hard knockdown. Use the time to set up seals, or run up and take oki with 66L.
(starter) > 623M > j.3U > 5H > 236H~8 > 214H > 623H > j.H > rejump j.22U (> 5L whiff > j.H safejump)A similar concept with 623M. If you're close enough to the corner you can omit the tornado with (delay 5H > 214H) to save the cooldown. If you aren't close enough to reach the corner, you once again have the option to 214U instead for more corner carry and hard knockdown.
With the removal of midscreen 214U wallbounce in patch 2.20, Grimnir now needs to rely on raging strike to consistently convert into meaningful combos midscreen. Listed next are a bunch of different options. However, always keep in mind the additional option of "don't do them" - your bravery points are very valuable, and it isn't always worth spending them to convert into a combo. Knowing when to spend and when to save is a skill in itself.
(starter) > raging strike > raging chain > 22U > 5H > 623L > 9U > delay j.3U > (walk back) delay 623H (> j.22H)Puts the opponent's back against the wall and sets up seals. Great general-purpose option if you want to spend for it. The 623H is slightly awkward but consistent with practice.
(starter) > raging strike > raging chain > 22U > 5HH > 236H > delay 6U6U > 5M (> 214L whiff)Great corner carry route that leaves you plus in your opponent's face. Much more useful when you're close to the corner (shown next).
(starter) > raging strike > raging chain > 22U > 5HH > 236H > run forward > 214H > 2H (> 5U > j.H safejump)Excellent midscreen-to-corner seal safejump setup. Enables Grimnir's scary corner offense from as far as 60% of the stage.
(starter) > raging strike > raging chain > 22U > 5H > 623L > 9U > j.H > j.214L > delay 9U (> j.H safejump)Easy midscreen safejump setup. Wait on the second 9U until after you "land" from the j.214L.
(starter) > raging strike > raging chain > 22U > 5H > 623L > 9U > delay j.3U > 2H > 22L > run forwardFunny gimmick sideswap that very obviously looks like a sideswap. Has non-gimmick merit as one of the only raging strike routes to leave you plus in the opponent's face *and* on top of a seal.
Mostly only works from autocombo starter because other starters have more pushback, so it's pretty rare that you have the opportunity to use one of these in a match. (That's why they're at the bottom of the page where no one will look.)
autocombo > 22U > f.H > 623L > 9U9U > j.H > j.3U > 214H > run forward > 5HH > 22XEasy and consistent corner-to-corner seal setup route. Midscreen 22U combos like this cost the full 50% (no refund) since you have to cancel into the special, but if you have the rare opportunity to do this combo it's probably worth it - Grimnir is a much much scarier character when he has seals on you in the corner.
autocombo > 22U > 66L > 5MM > 6U > 5HH > 6U > 5HHH > 236H~8 > 214U > 2H > 623H > 5H > 214H > 5H > 22XSignificantly more damage than the previous combo, but costs 25% more meter. If you're anywhere other than the literal opposite corner, you can skip the up tornado and wallbounce with 214H and this becomes a much better combo. The 66L link used to be quite hard but it was made bufferable in patch 2.60 so now it's become a pretty relaxed route.
The previous two combos cover every situation you could find yourself in with midscreen 22U. Below are some more options. There isn't really any reason to do any of them, but you can learn them if you want.
autocombo > 22U > f.H > 623L > 6U > 5M > 6U > 2M > 236H > run forward > 214H > run forward > 623H > j.22HAnother easy and consistent corner-to-corner seal setup route. Compared to the first one listed, this one does a tiny bit more damage but leaves you farther from the corner and costs you your tornado cooldown, so it's broadly inferior.
autocombo > 22U > f.H > 623L > 6U > delay 6U > MMM (> 214M whiff)Leaves you +6 in your opponent's face, setting up a perfectly timed safejab. Safejabs lose to ultimate DPs but are safe to any other form of DP. You probably should have just taken the opponent to the corner instead.
autocombo > 22U > f.H > 623L > 6U > 5M > 9U > big delay j.3U > delay 5H > 214H > run forward > 22U (> 2L whiff > j.H unsafejump)Pretty difficult combo that can just barely take the enemy corner-to-corner if you execute it perfectly. Note the height after the j.3U - you need about that much height. Any lower and you don't reach corner. Any higher and 214H whiffs. If you're slightly out of the corner it becomes pretty lenient and somewhat okay for the rare opportunities you hit it, though at that point you should probably just do the 66L route instead.
autocombo > 22U > microwalk 5HHH > 6U > 5HH > 6U > 5HHH > 236H~8 > 214U > walk forward > f.H > 623H > 5H > 214H > 5H > 22HCrouch-exclusive midscreen 22U confirm. Realistically you're probably never getting this hit in a match, but if you do you can get a lot of damage out of this route.
j.6U > j.L (or j.M) > 22U > microwalk 5HHH > 6U > 5HH > 6U > 5HHH > 236H~8 > 214U > 2H > 623H > 5H > 214H > 22U (> 2L whiff > j.H safejump)If you're ready, you can convert a close airdash hit into 22U routing of your choice. Distant airdash hits will leave you too far to convert.