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›Matchup Guide
MATCHUP GUIDE

INGRID Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Read Sun Symbols before judging the beam sequence

Ingrid’s resource state affects which Sun Flare route she can use. The same general beam animation is not enough to choose a response: note the Sun Symbols, the level, and whether OD was used. After a Sun Rise knockdown, also watch the timing actions that prepare the next projectile or throw.

What to watch for

Stock-dependent Flare levels

The combo guide separates stock-building and stock-spending routes, while the move list has level-specific entries. Reproduce the symbol count before testing the blocked beam rather than assuming an unstocked recording is representative.

Medium Sun Rise into delayed contact

The notes offer dash pressure, whiffed light attacks into a close decision, and a timed light Sun Shot. These are alternative uses of the knockdown, not one universal wake-up sequence.

How to deal with common situations

A beam response works in practice but fails in a match

Check level and resources first. A test against a lower-level Flare does not establish recovery for the stocked or OD entry. Then check distance, because a fast button can still miss after separation.

Two light attacks miss in the corner

The Sun Rise setplay uses crouching light kick and standing light kick to consume time before low, throw, or shimmy. Do not chase their whiffs as though Ingrid lost track of your position.

Distance-specific responses

At beam distance

Keep the symbol display in view and label the Flare level you encounter. Prepare a measured approach against that specific version rather than treating every beam as a free rush opportunity.

After the Sun Rise dash

Watch whether Ingrid walks in for a throw or uses crouching medium punch. The source also includes a shimmy, so a throw-tech input based only on the dash can miss.

Under timed Sun Shot

Include the preceding whiffed jab in practice. Contact arranged on wake-up can differ from a raw projectile; defending the projectile still leaves the following strike-or-throw choice.

Common mistakes

  • Testing a stocked Flare situation with an unstocked dummy.
  • Ignoring the OD distinction when consulting the move table.
  • Attacking the deliberately whiffed lights after Sun Rise.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Compare the actual Flare levels

    Set the symbol count required by each move-list entry and record Flare into guard. Inspect the resource spent and the frame meter. Test a reaching response separately for each version instead of merging the results.

  2. Rebuild the Sun Rise corner timing

    Copy medium Sun Rise into the two-light timing sequence. Record low, throw, and retreat as alternatives. Then create the timed-Sun-Shot route in a separate slot and compare the wake-up action that failed in your replay.

Uses Ingrid’s Sun Symbol resource section and medium-Sun-Rise dash, two-light timing, and light-Sun-Shot setplays. Numerical level advantages remain in the frame reference. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
SA1 Shining Sun(Lv1)-99Test a punish that reaches at the recorded spacing.
SA1 Shining Sun(Lv2)-99Test a punish that reaches at the recorded spacing.
SA1 Shining Sun(Lv3)-99Test a punish that reaches at the recorded spacing.
SA3 Cosmic Ray-45Test a punish that reaches at the recorded spacing.
CA Cosmic Ray-45Test a punish that reaches at the recorded spacing.
H Sun Rise-25Test a punish that reaches at the recorded spacing.
L Sun Rise-24Test a punish that reaches at the recorded spacing.
M Sun Rise-23Test a punish that reaches at the recorded spacing.
Crouching Heavy Kick-12Test a punish that reaches at the recorded spacing.
Pretty Heel Kick-11Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

Watch INGRID videos →