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.
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.
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.
