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
INGRID

MOVE LIST
INGRID Move List
Browse normal attacks, unique attacks, special moves, Super Arts, throws, and common system actions.
Move names use CAPCOM's official English Frame Data terminology. Numerical data is shared with the Japanese page.
Normal Attacks
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Standing Light Punch | 4 | -1 | C | 300 | Chain-cancelable. |
| Standing Light Kick | 5 | -3 | C | 300 | — |
| Standing Medium Punch | 6 | 0 | C | 600 | — |
| Standing Medium Kick | 8 | -3 | C | 700 | — |
| Standing Heavy Punch | 12 | -5 | — | 900 | On hit: recovery 1F decrease On Punish Counter: +23F |
| Standing Heavy Kick | 9 | -2 | SA | 800 | Causes a ground bounce on airborne hit. |
| Crouching Light Punch | 4 | -1 | C | 300 | Chain-cancelable. |
| Crouching Light Kick | 5 | -2 | — | 200 | Chain-cancelable. |
| Crouching Medium Punch | 7 | -1 | C | 600 | On whiff: 3F additional recovery. |
| Crouching Medium Kick | 8 | -6 | C | 500 | — |
| Crouching Heavy Punch | 12 | -1 | C | 800 | — |
| Crouching Heavy Kick | 10 | -12 | — | 900 | On Punish Counter: longer knockdown and hard knockdown. |
| Jumping Light Punch | 4 | — | — | 300 | — |
| Jumping Light Kick | 6 | — | — | 300 | Cross-up property. |
| Jumping Medium Punch | 8 | — | — | 600 | Causes a launch knockdown on airborne hit. |
| Jumping Medium Kick | 8 | — | — | 500 | Cross-up property. |
| Jumping Heavy Punch | 9 | — | — | 800 | On Counter Hit/Punish Counter: slam knockdown |
| Jumping Heavy Kick | 12 | — | — | 800 | Causes a launch knockdown on airborne hit. |
Unique Attacks
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Sun Bright | 21 | -3 | — | 600 | — |
| Halo Flight | 17 | -4 | C | 900 | On whiff: 3F additional recovery. Note: Solar Burst(OD version) Cancelable |
| Pretty Heel Kick | 12 | -11 | — | 700 | — |
| Glowing Touch(1) | 9 | -4 | — | 700 | — |
| Glowing Touch(2) | 20 | -11 | — | 800 | — |
| Luminous Uppercut(1) | 14 | -8 | — | 800 | Causes a launch knockdown on airborne hit. |
| Luminous Uppercut(2) | 23 | -10 | C | 800 | Causes a launch knockdown on airborne hit. |
| Satellite Leap | 8 | — | — | 600 | Causes a launch knockdown on airborne hit. |
Special Moves
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| L Sun Shot | 17 | -6 | SA3 | 700 | 17F or morecharged properties change |
| M Sun Shot | 17 | -6 | SA3 | 700 | 17F or morecharged properties change |
| H Sun Shot | 15 | -5 | SA3 | 700 | 39F when whiff, recovery 2F increase15F or morecharged properties change |
| OD L Sun Shot | 17 | 1 | SA2 | 1000 | 17F or morecharged properties change |
| OD M Sun Shot | 17 | 1 | SA2 | 1000 | 17F or morecharged properties change |
| OD H Sun Shot | 15 | 2 | SA2 | 1000 | 34F when whiff, recovery 2F increase15F or morecharged properties change |
| L Sun Flare | — | — | — | 0 | 47F Sun Shot stock 1increase Sun Shot stock 4 47F Drive Gauge3000restore Hold the button animationcontinue, Sun Shot stockor Drive Gauge increase 1 charged, animation 94F |
| Sun Flare(Lv1) | 21 | -4 | SA3 | 900 | — |
| Sun Flare(Lv2) | 18 | 4 | SA3 | 1100 | Sun Shot stock1 cost |
| Sun Flare(Lv3) | 18 | 5 | SA3 | 1350 | Sun Shot stock2 cost |
| OD Sun Flare(Lv1) | 18 | 4 | SA2 | 1100 | — |
| OD Sun Flare(Lv2) | 18 | 5 | SA2 | 1350 | Sun Shot stock1 cost |
| OD Sun Flare(Lv3) | 18 | 9 | SA2 | 1800 | Sun Shot stock2 cost |
| L Solar Burst | — | — | — | 0 | 47F Sun Shot stock 1increase Sun Shot stock 4 47F Drive Gauge3000restore |
| Solar Burst(Lv1) | 22 | — | — | 900 | — |
| Solar Burst(Lv2) | 22 | — | — | 1100 | Sun Shot stock1 cost |
| Solar Burst(Lv3) | 22 | — | — | 1350 | Sun Shot stock2 cost |
| OD Solar Burst(Lv1) | 22 | — | — | 1100 | — |
| OD Solar Burst(Lv2) | 22 | — | — | 1350 | Sun Shot stock1 cost |
| OD Solar Burst(Lv3) | 22 | — | — | 1800 | Sun Shot stock2 cost |
| L Sun Rise | 8 | -24 | — | 1000 | 1-14F airborne strike; 8-10F throw 8-38F airborne |
| M Sun Rise | 13 | -23 | — | 1200 | 35-64F airborne |
| H Sun Rise | 27 | -25 | — | 1300 | 50-78F airborne On hit: 76F |
| OD Sun Rise | 14 | -3 | SA2 | 1600 | On hit: onlyfinal hit follow-up |
| Sun Veil | 6 | -3 | — | 1000 | 6-20F Jump-in /strike, strike whenfollow-upmove |
| OD Sun Veil | 1 | -3 | — | 1200 | 1-20F Jump-in /strike/throw, strike/throw whenfollow-upmove |
| Vanishing Sun (Backward) | — | — | — | 0 | 13-26F fully invincible |
| Vanishing Sun (Upward) | 43 | 2 | — | 1100 | 13-27F fully invincible20-48F airborne On airborne hit: ground bounce. |
| Vanishing Sun (Forward) | 36 | -3 | — | 1000 | 13-27F fully invincible21-46F airborne |
Super Arts
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| SA1 Shining Sun(Lv1) | 11 | -99 | — | 1900 | 1-15F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30%On hit: onlyfinal hit follow-up30F or more Lv2 60 or more Lv3 |
| SA1 Shining Sun(Lv2) | 11 | -99 | — | 2300 | 1-15F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30%first hit On hit: Sun Shot stock1 cost |
| SA1 Shining Sun(Lv3) | 11 | -99 | — | 2700 | 1-15F strike/throw invulnerable Counter Hit/ Counter Hit values do not change Minimum damage scaling 30%first hit On hit: Sun Shot stock2 cost |
| SA2 Order of the Sun(Lv1) | ※ | — | — | 1600 | Note: startup: 103F during: 68F: 98F Minimum damage scaling 40%Counter Hit/ Counter Hit values do not change26F or more Lv2 73F or more Lv3 |
| SA2 Order of the Sun(Lv2) | ※ | — | — | 2400 | Note: startup: 103F during: 68F: 98F Minimum damage scaling 40%Counter Hit/ Counter Hit values do not change Sun Shot stock1 cost |
| SA2 Order of the Sun(Lv3) | ※ | — | — | 3400 | Note: startup: 103F during: 68F: 98F Minimum damage scaling 40%Counter Hit/ Counter Hit values do not change Sun Shot stock2 cost |
| SA3 Cosmic Ray | 20 | -45 | — | 4000 | 1-22F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. |
| CA Cosmic Ray | 20 | -45 | — | 4500 | 1-22F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not change Note: Applies only when canceled into a special move. |
Normal Throws
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Strange Knuckle | 5 | — | — | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown |
| Gravity Drop | 5 | — | — | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown |
Common System
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Forward Dash | — | — | — | 0 | — |
| Backward Dash | — | — | — | 0 | 1-15F throw invulnerable |
| Drive Impact: Twinkle Kick | 26 | -3 | — | 800 | 1-27F armor (2) hit ー corner wall splat startup Counter Hit, ー ー after hit properties change; hitcrumple; duringhit Jump-inwhen increase; SA Gauge3000increase |
| Drive Reversal (while blocking): Odd Flight | 20 | -6 | — | 500 | Recoverable damage 1-22F fully invincible On hit: recovery 5F increase |
| Drive Reversal (while recovering): Odd Flight | 18 | -6 | — | 500 | Recoverable damage 1-20F fully invincible On hit: recovery 5F increase |
| Drive Parry | 1 | — | ※1 | 0 | Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move. |
| Perfect Parry (strike) | 1 | — | — | 0 | opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit |
| Perfect Parry (projectile) | 1 | — | — | 0 | input ー, ー attack Perfect Parry, animationend through Counter Hit |
| Parry Drive Rush | — | — | ※ | 0 | 10F Note: animation9F attack 24F |
| Cancel Drive Rush | — | — | ※ | 0 | 9F Note: animation10F attack 25F |
Frame values reference the official Street Fighter 6 Frame Data. Verify version-sensitive situations in Training Mode.