214U > 5H > 623H > 5H > 236H > 5H > 214H > 22U (> 2L whiff > j.H safejump)If you're close enough to the corner, you can convert your 214U starter into a full combo + setup of your choice. Video shows metered safejump, but you can go into most corner routing off this if you just think of the 214U as a 214H instead.
Be aware that if the opponent is in the corner (as shown), you can be punished on block with backthrow. In older versions you could be punished with 6f buttons, but as of version 2.20 we're now only -4, so throw is the best anyone can do.
You don't necessarily have to hail mary 214U to hit this (though you absolutely can - one of Grimnir's greatest strengths is his ability to press something random and kill you for it). 214U is so fast you can whiff punish a massive variety of things, including many characters' far heavies, sweeps, and various specials. Can also use 214U to confirm far hits/whiff punishes where 214H won't connect.
236U > 214U > 2H > 623H > 5H > 214H > 5H (> 236L~4 whiff)Outside of the corner we no longer get a meaningful combo with 236U, but against people pressing projectile to try and create space out of the corner you can punish into a full combo like this. The 214U > 2H is more stable than it looks.
22U > 5HHH > 6U > 5HHH > 6U > 5HHH > 236H > 66L > 2M > raging strike > raging chain > 5H > 623H > 5H > 214H > 5H > raging strike > raging chain > 5H > raging strike > raging chainYou can run up to someone in the corner and press 22U to crush their throwtech attempt. If it hits you do loads of damage. If they block you can cancel into seal dash to keep pressure. May or may not be a bad use of meter but it's really funny when it works. Note that 22U is -6 on block, so if you do it midscreen or don't cancel into dash you're punishable.