FIGHTER GUIDE IORI'S STRATEGY

INGRID
イングリッド

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for INGRID.

Health
10000
Published data
4 sections
INGRIDINGRID character artwork
Home›Fighter Guides›INGRID›Combos & Okizeme
COMBO ROUTES

INGRID Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (22)CONTENTS
ESSENTIAL ROUTES01

Notation

DR = raw Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Sun Shot = 236P Sun Flare = 214P Solar Burst = airborne 214P Sun Rise = 236K Sun Veil = 22K Vanishing Sun = 4KKK / 6KKK / 2KKK

SA1 Shining Sun = 236236K SA2 Order of the Sun = 214214P SA3 Cosmic Ray = 236236P

Back to top ↑
ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

st.LK

Hit advantage changed from +2F to +3F. Startup: 5F; on block: -3F. More combo options are available on CH / PC, and stock-consuming Sun Flare connects more easily.

st.MK

Startup: 8F; on hit: +4F; on block: -3F. The August 2026 patch changed hit advantage from +3 to +4, increasing options on Punish Counter and after CDR.

H Sun Shot

Airborne hits have less horizontal launch distance and longer launch time, with knockdown duration reduced by 1F. DR pickups after an airborne hit are more reliable.

OD H Sun Shot / OD Sun Shot

Reduced horizontal launch distance and adjusted combo-count distribution make aerial pickups and follow-ups after Sun Flare more reliable.

Year 4 mainly improves conversions after landing a hit rather than changing Ingrid's neutral game itself.

Back to top ↑
ESSENTIAL ROUTES03

Sun Symbol basics

Start each match with 1 Sun Symbol.

Maximum: 4 symbols.

L Sun Flare replenishes a stock.

H Sun Flare, OD Sun Flare, SA1, SA2, and similar enhanced options consume stocks.

Approximate values

0 stocks: basic combos and wake-up pressure.

1 stock: Lv2 Sun Flare.

2 or more stocks: Lv3 Sun Flare, OD Lv3, and high-damage combos.

Sun Flare

0 stocks > approximately -4–-1F on block

1 Fuha stock > block +4…+8F

2 stocks > +5–+9F on block

OD version

Using 2 stocks: +9–+13F on block, with a follow-up opportunity at +87F or more on hit.

Back to top ↑
COMBO ROUTES04

10 Essential Starter Combos

1 Basic light-attack route

cr.LK > st.LP > st.LK > M Sun Rise

cr.LP > st.LK does not combo on normal hit.

2. st.MP target combo

st.MP > MK > M Sun Rise

st.MP: 6F startup / +1 on hit / ±0 on block.

3. Basic cr.MP route

cr.MP > st.LK > M Sun Rise

cr.MP: 7F startup / +6 on hit / -1 on block.

Close range

cr.MP > st.MP > MK TC > M Sun Rise

4. Main cr.MP Drive Rush route

cr.MP > CDR cr.HP > H Sun Rise > L Solar Burst

For more damage, choose M Solar Burst.

L Solar Burst ender > forward dash > +5F approximately > throw / shimmy

5 cr.MK Drive Rush

cr.MK > CDR st.HK > st.MP > MK TC > M Sun Rise

Year4Option

cr.MK > CDR st.MK > H Sun Rise > Solar Burst Lv1

Normal-hit cr.MK > CDR cr.HP does not combo.

6. cr.HP into M Sun Flare

cr.HP > M Sun Flare

Simple to perform. Blocked cr.HP into M Sun Flare is also a useful pressure sequence.

cr.HP: 12F startup / +1 on hit / -1 on block.

7 st.HK hit

st.HK > cr.LP > M Sun Rise

CH

st.HK CH > st.MP > MK > M Sun Rise

8 6HP

6HP > M Solar Burst

6HP: 17F forward-jumping command normal. Can cancel only into aerial special moves.

With stocks available

6HP > OD Solar Burst Lv2 > M Sun Rise

9. 4MK > HP target combo

4MK > HP

> +44F

On a close-range hit:

two forward dashes > +4F > throw / strike

10 Jump-in

j.HP > st.HK > cr.LP > M Sun Rise

Cross-up

j.MK > cr.MP > st.LK > M Sun Rise

Back to top ↑
ESSENTIAL ROUTES05

Year4: st.LK CH / PC

st.LK CH > CDR cr.MP > st.MP > MK > M Sun Rise

st.LK PC > CDR st.MK > H Sun Rise > L Solar Burst

For more damage, choose M Solar Burst.

When to use it

Use for whiff punishes, 5F punishes, and stopping Drive Rush.

Back to top ↑
ESSENTIAL ROUTES06

New in Year 4: H Sun Shot hits an airborne opponent

Airborne H Sun Shot hit > DR st.MP > MK > M Sun Rise

Alternatively:

H Sun Shot airborne hit > DR cr.HP > M Sun Rise

SA

H Sun Shot > DR st.HK > SA1

In Year 4, look to chase with DR when H Sun Shot catches a jump.

Back to top ↑
ESSENTIAL ROUTES07

With 1 stock

H Sun Flare is enhanced to Lv2.

On hit: follow-up opportunity at +68F or more.

basic

Medium-attack starter > H Sun Flare Lv2

cr.MK

cr.MK > H Sun Flare Lv2 > Vanishing Sun (Forward)

Alternatively:

> SA3

Back to top ↑
ESSENTIAL ROUTES08

2 stocks or more: OD Sun Flare Lv3

OD Sun Flare Lv3

4 hits; +9–+13F on block; follow-up opportunity at +87F or more on hit.

easy

st.MK > OD Sun Flare Lv3 > forward dash > H Sun Rise > M Solar Burst

Back to top ↑
ESSENTIAL ROUTES09

High damage with 2 stocks

st.MP > MK > OD Sun Flare Lv3 > Vanishing Sun (Upward) > st.HK 2nd hit > SA3

Example of a large punish

st.MP PC > OD Sun Flare Lv3 > forward dash > 4HP > HP > OD Sun Flare Lv1 > SA3

With 2 stocks, routes can reach around 6000 damage.

Back to top ↑
COMBO ROUTES10

Invincible-Reversal Punishes

easy

cr.HP PC > H Sun Rise > M Solar Burst

SA3

cr.HP PC > H Sun Rise > low j.MP > SA3

With 2 stocks, use OD Sun Flare Lv3 to reach around 6000 damage.

Back to top ↑
ESSENTIAL ROUTES11

Clean Drive Impact hit

DI PC > forward dash > 4HP > HP > M Sun Flare

corner

DI PC > 4HP > HP > M Sun Flare > M Sun Rise

Back to top ↑
ESSENTIAL ROUTES12

Drive Impact wall splat

DI wall splat > 4HP > HP > M Sun Flare > M Sun Rise

2 stocks

DI wall splat > 4HP > HP > OD Sun Flare Lv3 > Vanishing Sun (Upward) > M Sun Rise / SA1

Back to top ↑
COMBO ROUTES13

SA2 Order of the Sun

Activating it brings multiple projectiles down from above.

Light version: near Ingrid.

Medium version: near the center of the screen.

Heavy version: near the opponent's back.

Spend stocks to use Lv2 / Lv3.

Lv3's final hit causes a ground bounce, allowing flexible follow-ups.

Moves that connect easily into SA2

st.MP > MK; st.MK; cr.MK; st.HK 2nd hit; cr.HP; OD Sun Rise 3rd hit.

Back to top ↑
COMBO ROUTES14

SA2 chip-pressure sequence

Example under study

OD Sun Rise > H SA2 > st.MP > M Sun Rise > cr.MP > OD projectile x3 > cr.MK > M Sun Rise

Especially strong against a burned-out opponent.

Back to top ↑
SETPLAY15

Key Frame Advantage

forward throw > +21F

back throw > +20F

cr.HK > +30F

4MK > HP TC > +44F

Single 4HP hit > restricted follow-up opportunity at +45F

L Sun Rise > +36F…

M Sun Rise: UFD lists +40F or more; practical combo routes often leave around +38.

OD Sun Rise > +40F…

M Sun Flare > +47F

1-stock Sun Flare > follow-up at +68F or more

2-stock Sun Flare > follow-up at +76F or more

OD Lv3 Sun Flare > follow-up at +87F or more

Successful regular Sun Veil > +23F

Successful OD Sun Veil > +52F

Vanishing Sun (Forward) > +44F

> +48F

SA3 > +30F

Sun Rise's advantage varies with the final hit's height and the combo route.

Back to top ↑
SETPLAY16

Setplay

1 M Sun Rise ender

Practical M Sun Rise routes: approximately +38F.

Forward dash (20F) > approximately +18F remaining

From there:

• Walk-up throw • cr.MP • Shimmy

2. M Sun Rise: time the setup with cr.LK and st.LK

corner

M Sun Rise > cr.LK whiff > +22F > st.LK whiff > +4F

From there:

• cr.LK • throw • walk-back shimmy

3. M Sun Rise into whiffed LP and L Sun Shot

M Sun Rise > +38F

st.LP whiff > +25F

L Sun Shotactive-frame meaty

Approximate values

hit: +7F block: +3F

From there:

• throw • cr.MP • shimmy

4 M Sun Rise > 4MK whiff

M Sun Rise > 4MK whiff > +9F

cr.MP active frames

Approximate values

hit: +8F block: +1F

Options: combo on hit, throw, or shimmy.

5 OD Sun Rise +40

OD Sun Rise > cr.LP whiff > +26F

L Sun Shot on a later active frame

Approximate values

hit: +9F block: +4F

From there:

• throw • cr.MP • cr.LK

6 L Sun Rise +36

L Sun Rise > +36F

st.LP whiff > +23F

6MP as a late-active-frame overhead

Approximate values

hit: +6F block: 0F

Follow a successful overhead with light attacks.

7. H Sun Rise into j.MP and L Sun Rise at +39

corner

H Sun Rise > immediate j.MP > land into L Sun Rise

> +39F

cr.LK whiff > +23F

6MP on a later active frame

Approximate values

hit: +6F block: 0F

8. H Sun Rise into M Solar Burst at +50

H Sun Rise > M Solar Burst > +50F

Options

L Sun Flare restores a stock while leaving approximately +2F.

H Sun Shot > +4F

two forward dashes > +10F

From +10:

• slightly delayed cr.MP • throw • shimmy

9 forward throw +21: corner

forward throw > +21F

forward dash 20F > +1F

This is not a simple throw loop.

Option

forward throw > DR st.HK

active-frame meaty

hit: +8F block: +2F

From there:

• throw • cr.LK • st.LP • shimmy

10 corner forward throw > M Sun Shot

forward throw > M Sun Shot

active-frame meaty

hit: +10F block: +6F

On hit, this can combo into cr.HK.

After the opponent blocks

• throw • cr.MP • shimmy

11. 4MK > HP target combo at +44

4MK > HP > +44F

two forward dashes > +4F

At close range:

• throw • cr.MP • shimmy

12 cr.HK PC +45

cr.HK PC > +45F

two forward dashes > +5F

From there:

Options: throw, cr.MP, walk-back shimmy, or neutral jump.

Normal hit leaves +30F. Learn this as a Punish Counter-only setup.

13 Sun Veil

Normal timing

Startup: 6F. Counters strikes and projectiles during 6–20F.

On a successful counter: +23F.

OD

Startup: 1F. Counters strikes, projectiles, and throws during 1–20F.

On a successful counter: +52F.

After a successful OD counter, L Sun Flare can restore a stock while maintaining pressure.

14. After Sun Flare Lv2 is blocked

Sun Flare with 1 stock > +4F or more on block

From there:

• throw • cr.MP • shimmy

15 OD Sun Flare Lv3 on block

OD version with 2 stocks > +9–+13F on block

From there:

• 6MP overhead • throw • cr.MK low

Ingrid retains a very strong turn here.

Back to top ↑
ESSENTIAL ROUTES17

Key pressure tools

st.MP > block±0

cr.MP > -1

cr.HP > -1

DR cr.HP > +3

DR st.HK > +2

Vanishing Sun (Upward) > +2

Pay particular attention to:

DR cr.HP > block +3F

From there:

• throw • walk-back shimmy • strike

Back to top ↑
ESSENTIAL ROUTES18

6MP as a late-active-frame overhead

6MP Sun Bright

Regular timing: 21F overhead / +3 on hit / -3 on block.

Connecting on the last active frame can give up to approximately +6F.

With a late-active hit from setplay:

> st.LP

On the last active frame: st.MP > MK.

These follow-ups can connect in suitable situations.

Back to top ↑
ESSENTIAL ROUTES19

10 Practical Starter Routes

1. cr.LK > st.LP > st.LK > M Sun Rise

2. st.MP > MK > M Sun Rise

3. cr.MP > st.LK > M Sun Rise

4. cr.MP > CDR cr.HP > H Sun Rise > L Solar Burst

5. cr.MK > CDR st.HK > st.MP > MK > M Sun Rise

6. cr.HP > M Sun Flare

7. Airborne H Sun Shot hit > DR pickup

8. M Sun Rise > cr.LK whiff > st.LK whiff > +4F

9. M Sun Rise > st.LP whiff > L Sun Shot on a later active frame

10. corner forward throw > M Sun Shot on a later active frame > block +6F

Back to top ↑
ESSENTIAL ROUTES20

Current Game Plan

Make the opponent move with Sun Shot > connect cr.HP / st.MP / cr.MK > knock down with M Sun Rise > use timing moves > overhead / low / throw / shimmy > restore stocks with L Sun Flare on longer knockdowns > build 2 stocks > OD Sun Flare Lv3 > high damage or substantial advantage > use SA2 projectiles to keep the opponent occupied when available.

Back to top ↑
ESSENTIAL ROUTES21

Notes for Older Guides

Use the following current-version replacements.

st.LK is +3F on hit.

st.MK is +4F on hit.

H Sun Shot's airborne launch behavior changed.

OD Sun Shot's combo-count distribution was readjusted.

DR follow-ups after an airborne H Sun Shot hit are easier.

Important

Advantage after Sun Rise varies with contact and height.

Do not assume M Sun Rise always leaves +38 or always +40.

Learn the resulting advantage for each combo route you actually use.

Back to top ↑
ESSENTIAL ROUTES22

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Ingrid combo material updated 2026-8-21; setplay material updated 2026-8-22; 8/3 adjustment summary dated 2026-8-10; wake-up pressure material updated 2026-8-27; Classic Ingrid research articles.

Combo and setplay conditions and advantage vary with spacing, late-active timing, airborne hit height, Sun Symbol count, and position relative to the corner.

Recheck in Training Mode before using these routes in matches.

Back to top ↑

Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.