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Ingrid
Ingrid

Sun Shoot

↓↘→P
Sun Shoot
Special Move

Variants

MoveStartupOn HitOn BlockDMG
Sun Shoot
L Sun Shoot17-2-6700
M Sun Shoot17-2-6700
H Sun Shoot15-1-5700
OD L Sun Shoot17D11000
OD M Sun Shoot17D11000
OD H Sun Shoot15D21000

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.