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Ingrid

イングリッド

Ingrid — 대책

Key Info

  • Mid-range control character
    • Controls the game with Sun Shoot (236P) projectiles
    • Has a unique resource system called Sun Symbol Stock that expands her options
    • Up close, her main offense is a strike/throw mixup
  • Anti-air options
    • Sunrise (623P): air invincible, light version has fast startup
    • OD Sunrise (623PP): fully invincible
  • Defense
    • OD Sunrise: fast startup with full invincibility — used as a reversal
    • Drive Reversal (Rear Flight): escape option usable while blocking
  • Moves that are plus on block (notable examples)
    • 236HP (Heavy Sun Shoot): plus on block
    • MP (Statorche): small pushback on block, easy to continue pressure

Neutral Game (Focus Points)

  • Do not jump at her projectiles (Sun Shoot / Sun Flare)
    • Ingrid's ideal scenario is anti-airing a jump-in with Sunrise
    • Prioritize Drive Parry or projectile-invincible specials against her fireballs
  • Do not stay at mid-range too long
    • Mid-range is Ingrid's best distance — staying there means absorbing both projectiles and pokes indefinitely
    • Actively push to close range, or retreat to full screen
  • Prepare for the close-range mixup
    • Up close she forces a strike/throw decision
    • Use Just Parry and Drive Reversal with an escape mindset

236P (Sun Shoot)

Ingrid's primary projectile. Speed varies by strength — core to her screen control. Combined with Sun Flare (214K) / Solar Flare (j.214K) she can deploy double fireballs with staggered timing.

  • 236LP (Light Sun Shoot)
    • Slow speed. Used as a shield to advance
    • Ingrid is relatively plus on block
  • 236MP (Medium Sun Shoot)
    • Mid speed. General-purpose use
  • 236HP (Heavy Sun Shoot)
    • Fast speed. Ingrid is plus on block
  • 236PP (OD Sun Shoot)
    • Enhanced fireball. Beats other projectiles outright
  • Sun Flare (214K) / Solar Flare (j.214K)
    • Combined with Sun Shoot to fill the screen with multiple projectiles. Staggered timing disrupts Parry rhythm

Recommended Counter

Jumping at Sun Shoot or Sun Flare is the most dangerous option — Ingrid is waiting to anti-air the jump with Sunrise. Sun Flare's double fireball arrives at irregular timing and will throw off your Parry input.

Core responses:

  • Drive Parry: Parry the projectile and advance. Just Parry recovers gauge and gains ground simultaneously
  • Crouch under it (note: some versions still hit crouchers)
  • Projectile-invincible special: use it if your character has one
  • Drive Impact (not recommended at long range): at close to mid-range, absorb the fireball with Drive Impact

Projectile speed changes between Sun Shoot and Sun Flare — do not assume a fixed rhythm. Watch the speed before inputting Parry.

623P (Sunrise)

Ingrid's anti-air special. Air invincible, intercepts jumping opponents.

  • 623LP (Light Sunrise)
    • Fastest anti-air version
    • Punishable on block
  • 623MP (Medium Sunrise)
    • Balanced
  • 623HP (Heavy Sunrise)
    • Strong horizontal range, handles far jump-ins
    • Large punish on block
  • 623PP (OD Sunrise)
    • Fully invincible, also used as a reversal
    • Very large punish on block

Recommended Counter

Sunrise is an anti-air — if you do not jump, it generally will not hit you.

When you do block it, never skip the punish. Heavy and OD versions especially carry large punish windows.

When used as a reversal:

  • Punish consistently after blocking
  • Once the gauge is spent her reversal options drop — press your offense

22K (Sun Veil) / 4/2/6+KKK (Sun Vanish)

Sun Veil is a parry that also absorbs projectiles. Sun Vanish is a 3-direction teleport (back / up / forward). Both can be used to dodge attacks and counter, or to close distance suddenly.

Recommended Counter

Handling Sun Veil / Sun Vanish evasion:

  • Go for a throw: a throw can beat the disappear action in some situations
  • React after confirming: learn her attack patterns after reappearing and be ready for the mixup
  • Do not throw out random attacks: preemptive normals or evasion moves that whiff give her a free counter
  • Projectiles get absorbed by Sun Veil: limit fireball use against players who rely on Sun Veil heavily

Close-Range Offense

Ingrid's primary close-range offense when she gets in.

Strike/throw mixup:

  • Strike (light attack into block string)
    • Used to counter-hit opponents who try to mash out
  • Normal throw (Strange Knuckle, LPLK)
    • Targets opponents waiting to block strikes
  • Sunrise (combo ender)
    • Used as a combo ender. Leads into okizeme after knockdown

Recommended Counter

Two core approaches to close-range defense.

1. Keep her out Mid-range is Ingrid's ideal distance. To avoid her close-range mixup, either actively maintain close range to disrupt her fireball game, or push to full screen.

2. Handle it up close When she gets in:

  • Go for Just Parry. Landing Just Parry in her block strings gives big reward
  • Be careful with mashing. Ingrid's rapid light attacks stuff most mash attempts — do not mash blindly
  • Keep Drive Reversal available as an escape option

LPLK (Strange Knuckle / Normal Throw)

Large frame advantage on hit. Post-throw okizeme is strong.

Recommended Counter

Ingrid's post-throw situation has many mixup options. Core responses:

  • Back wakeup: create distance and return to the Sun Shoot neutral game
  • Be ready to tech: in situations where you expect continued pressure, prepare throw tech input
  • If you have gauge, prepare a reversal: OD Sunrise as a cut-in is also a valid option