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Ingrid

イングリッド

Ingrid — 对策

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

SA1 サンシャイン(Lv2)

  • SA1 Sunshine (Lv2/Lv3 Hold version)
    • On block: Ingrid is -99F (same across all levels)
    • Sun Symbol stock cost: Lv2 = 1 stock, Lv3 = 2 stocks
  • SA2 Sun Order (Lv2/Lv3 Hold version)
    • No fixed on-block frame value (falling shot has variable landing timing)
    • Sun Symbol stock cost: Lv2 = 1 stock, Lv3 = 2 stocks

Counter Tips

SA1 Hold (Sunshine Lv2/Lv3) is -99F on block — a guaranteed punish every time. The final hit only activates on hit, so simply block it and launch your best punish. Preventing Ingrid from stacking Sun Symbol stocks reduces her ability to reach Lv2/Lv3. SA2 Hold (Sun Order Lv2/Lv3) has no fixed block frame due to variable landing timing — read the activation, back away, and wait for the shot before acting.

Video

SA2 サンオーダー(Lv1)↓↙←↓↙←P

SA2 サンオーダー(Lv1)
  • 214214P
    • No fixed on-block frame value (the falling shot has variable landing timing)
    • Startup depends on button strength: Weak 103F / Medium 68F / Strong 98F

Counter Tips

SA2 Sun Order fires a shot upward that falls back down, so the block frame advantage varies with landing timing — there is no single fixed value. Be aware that Ingrid may act before you recover. Holding the button for 26F+ upgrades to Lv2 and 76F+ to Lv3. If you read an SA2 activation, back off and observe rather than committing to an approach.

Video

サンフレア↓↙←P

サンフレア

The on-block advantage changes based on Sun Symbol stock count.

  • 214LP (Lv0): On block: 0F (neutral)
  • 214MP (Lv1): On block: Ingrid -4F
  • 214HP (Lv2) [1 stock]: On block: Ingrid +4F
  • 214HP (Lv3) [2+ stocks]: On block: Ingrid +5F
  • 214PP (OD Lv1, no stock): On block: Ingrid +4F
  • 214PP (OD Lv2, 1 stock): On block: Ingrid +5F
  • 214PP (OD Lv3, 2+ stocks): On block: Ingrid +9F

Counter Tips

Lv0 (214LP) is neutral — no punish, no pressure. Lv1 (214MP) is your best punish window at -4F. Lv2 and above put Ingrid in advantage — do not mash. Prevent her from stocking Sun Symbols to keep the move at manageable levels.

サンヴェール↓↓K

サンヴェール
  • 22K
    • On block: Ingrid is -3F

Counter Tips

Slightly minus at -3F — only a 3F normal can contest. Sun Veil is a parry that also absorbs projectiles; it cannot be blocked conventionally. React to it with a throw or a well-timed attack after the parry window expires.

SA1 サンシャイン(Lv1)↓↘→↓↘→K

SA1 サンシャイン(Lv1)
  • 236236K
    • On block: Ingrid is -99F

Counter Tips

Ingrid is -99F on block — a guaranteed punish for every character. The final hit only activates on hit, so guarding gives you a free punish window. When you see the SA1 activation, stay calm and block, then launch your biggest punish combo.

SA3 コズミックレイ↓↘→↓↘→P

SA3 コズミックレイ
  • 236236P
    • On block: Ingrid is -45F

Counter Tips

Ingrid is -45F on block — a massive punish opportunity. Frames 1–22 are fully invincible so do not try to interrupt the move. Once you block it, launch your biggest punish. The special-cancel instant-correction only applies when cancelled into from a special move, so on raw activation always punish hard.

サンシュート↓↘→P

サンシュート
  • 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.

サンバニッシュ(上方)↓KKK

サンバニッシュ(上方)
  • 2KKK
    • On block: Ingrid is +2F

Counter Tips

Ingrid is +2F on block — do not mash. Frames 13–27 are fully invincible, making it useful as anti-air or reversal. The airborne property also makes it difficult to anti-air with certain moves. Hold your block and wait for Ingrid's follow-up mix-up.

サンバニッシュ(後方)←KKK

サンバニッシュ(後方)
  • 4KKK
    • No block advantage data — this is a movement-only technique with no hitbox
    • Full duration 48F, fully invincible frames 13–26

Counter Tips

There is no "on block" frame value since this move has no attack hitbox — it is purely a retreat. The full invincibility during the teleport means chasing with a dash attack will whiff. Ingrid will typically re-establish projectile or rush pressure after retreating. Maintain forward pressure and deny her the space to reset the neutral.

623P

Normal versions

  • 623LP: On block: Ingrid -24F
  • 623MP: On block: Ingrid -23F
  • 623HP: On block: Ingrid -25F

OD version

  • 623PP: On block: Ingrid -3F

Counter Tips

Weak/Medium/Heavy are all -23 to -25F on block — Punishable with a 5–6F confirm. The OD version is only -3F, so counter-poking is risky. Block on the ground and confirm your punish consistently.

Sun Rise is an anti-air, so it will not hit you if you stay grounded. When Ingrid uses it as a reversal, block and punish; after she spends gauge her reversal options shrink, so press the advantage.

サンバニッシュ(前方)→KKK

サンバニッシュ(前方)
  • 6KKK
    • On block: Ingrid is -3F

Counter Tips

Ingrid is -3F on block — slightly minus. A hard punish is not available, but a 3F normal can contest. Avoid challenging during frames 13–27 which are fully invincible. The airborne state (frames 21–46) also creates unusual hitbox angles. Block the landing and prepare for her high/low/throw mix-up.

CA コズミックレイ体力25%以下↓↘→↓↘→P

CA コズミックレイ
  • 236236P (at 25% HP or below)
    • On block: Ingrid is -45F

Counter Tips

Ingrid is -45F on block — same frame disadvantage as SA3 but with higher damage. Frames 1–22 are fully invincible so never try to interrupt the activation. When Ingrid drops below 25% HP, treat every situation as a potential CA window and avoid unnecessary mashing. Guard and punish hard.

サンフレア(Lv2)(太阳纹章1枚)↓↙←HP

サンフレア(Lv2)
  • 214HP (Lv2) [1 Sun Symbol stock]
    • On block: Ingrid is +4F

Counter Tips

Ingrid is +4F on block — do not mash at all. This Lv2 version consumes 1 Sun Symbol stock and gives strong frame advantage. Stay blocking and watch for her follow-up mix-up.

ソーラーフレア(Lv2)(太阳纹章1枚)(垂直或前跳中)↓↙←HP

ソーラーフレア(Lv2)

Counter-strategy for Solar Flare (Lv2) — punish frames, blocking direction, yomi paths — to be added.

サンフレア(Lv3)(太阳纹章2枚以上)↓↙←HP

サンフレア(Lv3)
  • 214HP (Lv3) [2 or more Sun Symbol stocks]
    • On block: Ingrid is +5F

Counter Tips

Ingrid is +5F — her best non-OD Sun Flare advantage. Absolutely do not mash. Prevent her from stocking 2+ symbols by applying early pressure and forcing her to spend stocks rather than save them.

ソーラーフレア(Lv3)(太阳纹章2枚以上)(垂直或前跳中)↓↙←HP

ソーラーフレア(Lv3)

Counter-strategy for Solar Flare (Lv3) — punish frames, blocking direction, yomi paths — to be added.

OD サンフレア(Lv1)(无太阳纹章)↓↙←PP

OD サンフレア(Lv1)
  • 214PP (OD Lv1) [no Sun Symbol stock]
    • On block: Ingrid is +4F

Counter Tips

Ingrid is +4F — do not mash. This OD version fires even without Sun Symbol stock. Keep blocking and prepare to deal with her follow-up mix-up.

ソーラーフレア(Lv1)(垂直或前跳中)↓↙←MP

ソーラーフレア(Lv1)

Counter-strategy for Solar Flare (Lv1) — punish frames, blocking direction, yomi paths — to be added.

ソーラーフレア(垂直或前跳中)↓↙←P

ソーラーフレア

Counter-strategy for Solar Flare — punish frames, blocking direction, yomi paths — to be added.