Inazuma Spin Hold 



| Startup |
4 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
350 |
| Stun |
0 |
| Meter Gain |
-900 |
V Inazuma Spin Hold 



| Startup |
4 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
370 |
| Stun |
0 |
| Meter Gain |
-900 |
Inazuma Spin Hold: Laura’s Critical Art, Inazuma Spin Hold, is a four-frame invincible dash followed by a throw. After grabbing her enemy, she takes them for a shocking ride around the stage before sending them off with a neck crack. Inazuma Spin Hold is an unblockable throw that you can combo into as long as your opponent is in sufficient hitstun. For instance, if you connect with crouching
and cancel into Inazuma Spin Hold, it’ll combo for a considerable amount of damage (see the Combos section for its use). You can also link into it from certain attacks, such as from the +4 advantage off of standing
or immediately after landing from jumping
/
.
It’s invincible for the first four frames, so you can use it as a reversal to get through attacks to grab the opponent. It isn’t active until the fourth frame, so unlike Zangief’s Critical Art, the opponent can jump out of it after its screen freeze as long as they’re able to move. Therefore, it’s best used in combos or as an extremely quick punish against whiffed attacks from dash distance.
With Spark Show activated, Inazuma Spin Hold retains the same properties but deals 20 more damage.