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Ingrid

イングリッド

Ingrid — Counter-Guide

Key Info

  • Mid-range control character
    • Controls the game with Sun Shoot (236P) projectiles
    • Has a unique resource system called Sun Symbol Stock, expanding her action options
    • At close range, the main mix-up is strike and throw
  • Anti-air moves
    • Sun Rise (623P): airborne invincibility, light version has fast startup
    • OD Sun Rise (623PP): fully invincible
  • Defense
    • OD Sun Rise: fast startup with full invincibility — used as a reversal
    • Drive Reversal (Rear Flight): escape move usable while blocking
  • Moves that are plus on guard (representative examples)
    • H Sun Shoot (236HP): frame advantage on guard
    • Star Torch (MP): low pushback, easy to continue offense

Neutral Play (Mindset)

  • Don't jump into projectiles (Sun Shoot / Sun Flare)
    • Jumping into her projectiles is exactly the situation Ingrid wants — she's waiting to anti-air you with Sun Rise
    • Prioritize parry or projectile-invincible specials to deal with her fireballs
  • Don't stay at mid-range too long
    • Mid-range is Ingrid's strongest zone. Staying there too long means absorbing both projectiles and pokes
    • Decide whether to aggressively take close range or retreat to full-screen
  • Be prepared for close-range mix-ups
    • When she approaches, you'll face strike / throw mix-ups
    • Use perfect parry and Drive Reversal to escape — keep that mindset

Sun Shoot

Ingrid's main projectile. Projectile speed changes by strength — the core move for screen control. Sun Flare / Solar Flare (214K) can extend with an additional projectile, sometimes creating double-projectile setups.

  • 236LP
    • Slow speed. Used as a shield while advancing
    • Ingrid has relatively favorable frames after guard
  • 236MP
    • Middle speed. Used generally
  • 236HP
    • Fast speed. Ingrid has frame advantage on guard
  • 236PP
    • Enhanced projectile. Beats other projectiles cleanly
  • Sun Flare (214K) / Solar Flare (j.214K)
    • Combined with Sun Shoot to deploy multiple projectiles on screen. Double-projectile timing offsets can create mix-ups

Recommended Counter

Jumping into Sun Shoot / Sun Flare is the most dangerous option. Ingrid is waiting to anti-air you with Sun Rise. Sun Flare's double projectile arrives at non-standard timing — your parry timing will be thrown off.

Basic counters:

  • Drive Parry: Parry the projectile and advance. A successful perfect parry both recovers gauge and advances position
  • Crouch to avoid (some versions may still hit crouching — be careful)
  • Projectile-invincible specials: Use if your character has a projectile-invincible move
  • Drive Impact (not recommended at full screen): At mid-to-close range, you can clash DI against her projectile

Sun Shoot / Sun Flare change speed, disrupting your rhythm. Don't assume a fixed interval — check the projectile speed before timing your parry input.

Sun Rise

Ingrid's anti-air move. Has airborne invincibility to intercept jumping opponents.

  • 623LP
    • Used as the fastest anti-air
    • Punishable if guarded
  • 623MP
    • Balanced version
  • 623HP
    • Strong horizontally, reaches far jumps
    • Big punish on guard
  • 623PP
    • Fully invincible. Also used as a reversal
    • Very big punish on guard

Recommended Counter

Sun Rise is an anti-air — if you don't jump, it basically won't hit you.

If you do guard it, don't forget to punish. Heavy and OD versions have especially big punish windows.

When she uses it as a reversal:

  • Land the punish combo after guard without fail
  • After she spends the gauge, her reversal options decrease — press your offense aggressively

4/2/6+KKK

Sun Veil is a counter move (can also absorb projectiles). Sun Vanish is a 3-direction instant teleport (backward / upward / forward). Both can be used to avoid attacks, counter, or approach rapidly.

Recommended Counter

Countering Sun Veil / Sun Vanish evasion:

  • Go for a throw: Evasive actions can sometimes be countered with a throw
  • Confirm and react: Learn her post-vanish attack patterns and be ready for the mix-up
  • Don't throw out careless attacks: Whiffing pokes or evasion baits will get you punished in return
  • Projectiles are absorbed by Sun Veil: Avoid projectiles against opponents who overuse Sun Veil

Close-Range Mix-Up Patterns

Ingrid's main mix-up tools when she gets close.

Strike / throw mix-up:

  • Strike (light attack → block string)
    • Mash-stopper vs. opponents with tight guard
  • Normal throw (Strange Knuckle, LPLK)
    • Mix-up for opponents waiting for strikes
  • Sun Rise (combo ender)
    • Used as a combo ender. After knockdown, transitions to oki (wakeup pressure)

Recommended Counter

Two main approaches to close-range defense.

① Don't let her get close Ingrid's ideal range is mid-screen, so to avoid close-range mix-ups, either aggressively maintain close range to disrupt her projectile game, or consciously keep full-screen distance.

② Handle close range when it happens If she does get close:

  • Aim for perfect parry. A successful perfect parry against her block strings yields big return
  • Be careful when mashing. Ingrid's light attack rapid-fire stuffs mash easily — don't mash carelessly
  • Keep the option to escape with Drive Reversal

Strange Knuckle / Forward Throw

Large advantage on hit, and subsequent oki (wakeup pressure) is powerful.

Recommended Counter

Ingrid's post-throw situation has many options. Basic counters:

  • Back-roll recovery: Create distance and return to Sun Shoot neutral
  • Be conscious of tech throw: When you know a block string is coming, prepare your tech throw input
  • If you have gauge, prepare for a reversal: OD Sun Rise as a reversal is also an option