Variants
| Move | Startup | On Hit | On Block | DMG |
|---|---|---|---|---|
| Sun Shoot | — | — | — | — |
| L Sun Shoot | 17 | -2 | -6 | 700 |
| M Sun Shoot | 17 | -2 | -6 | 700 |
| H Sun Shoot | 15 | -1 | -5 | 700 |
| OD L Sun Shoot | 17 | D | 1 | 1000 |
| OD M Sun Shoot | 17 | D | 1 | 1000 |
| OD H Sun Shoot | 15 | D | 2 | 1000 |
Evaluation
Ingrid's Special Move "Sun Shoot". A projectile that Ingrid places on screen — forcing the opponent to guard it creates a strong rush or Sun Vanish (2KKK) frame-trap situation.
How to Use
Against characters with slow rushes, use 236HP to threaten jumps and confirm into a rush or 2KKK. Stocking Sun Symbols via 214LP alongside projectile play is also very powerful.
How to Counter
- 236LP / 236MP: On block Ingrid is -6F. Disadvantaged — punish with a fast rush or advancing move.
- 236HP: On block Ingrid is -5F. Slightly less minus — still punishable with a fast rush.
- 236LP→MP / 236LP→HP / 236MP→HP: On block Ingrid is +1F or +2F. Advantaged — do not mash.
Counter Tips
When you read a Sun Shoot, close the gap with a rush or advancing move and punish. Characters with fast dashes can react on reaction to the strong version (-5F).
Against the OD version (+1/+2F) you cannot mash — hold block and watch for the follow-up.
If rushing in is not feasible, use a neutral jump to avoid the slow-speed shots and prevent the looping frame-trap situation.
Jumping into Sun Shoot is the most dangerous option — Ingrid is waiting to anti-air with Lift Upper. Prioritize Drive Parry or a projectile-invincible special to deal with it. The bullet speed varies per version; read the speed before inputting parry.

