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›Move List
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

MoveStartupOn BlockCancelDamageNotes
Standing Light Punch4-1C300Chain-cancelable.
Standing Light Kick5-3C300—
Standing Medium Punch60C600—
Standing Medium Kick8-3C700—
Standing Heavy Punch12-5—900On hit: recovery 1F decrease On Punish Counter: +23F
Standing Heavy Kick9-2SA800Causes a ground bounce on airborne hit.
Crouching Light Punch4-1C300Chain-cancelable.
Crouching Light Kick5-2—200Chain-cancelable.
Crouching Medium Punch7-1C600On whiff: 3F additional recovery.
Crouching Medium Kick8-6C500—
Crouching Heavy Punch12-1C800—
Crouching Heavy Kick10-12—900On Punish Counter: longer knockdown and hard knockdown.
Jumping Light Punch4——300—
Jumping Light Kick6——300Cross-up property.
Jumping Medium Punch8——600Causes a launch knockdown on airborne hit.
Jumping Medium Kick8——500Cross-up property.
Jumping Heavy Punch9——800On Counter Hit/Punish Counter: slam knockdown
Jumping Heavy Kick12——800Causes a launch knockdown on airborne hit.

Unique Attacks

MoveStartupOn BlockCancelDamageNotes
Sun Bright21-3—600—
Halo Flight17-4C900On whiff: 3F additional recovery. Note: Solar Burst(OD version) Cancelable
Pretty Heel Kick12-11—700—
Glowing Touch(1)9-4—700—
Glowing Touch(2)20-11—800—
Luminous Uppercut(1)14-8—800Causes a launch knockdown on airborne hit.
Luminous Uppercut(2)23-10C800Causes a launch knockdown on airborne hit.
Satellite Leap8——600Causes a launch knockdown on airborne hit.

Special Moves

MoveStartupOn BlockCancelDamageNotes
L Sun Shot17-6SA370017F or morecharged properties change
M Sun Shot17-6SA370017F or morecharged properties change
H Sun Shot15-5SA370039F when whiff, recovery 2F increase15F or morecharged properties change
OD L Sun Shot171SA2100017F or morecharged properties change
OD M Sun Shot171SA2100017F or morecharged properties change
OD H Sun Shot152SA2100034F when whiff, recovery 2F increase15F or morecharged properties change
L Sun Flare———047F 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)21-4SA3900—
Sun Flare(Lv2)184SA31100Sun Shot stock1 cost
Sun Flare(Lv3)185SA31350Sun Shot stock2 cost
OD Sun Flare(Lv1)184SA21100—
OD Sun Flare(Lv2)185SA21350Sun Shot stock1 cost
OD Sun Flare(Lv3)189SA21800Sun Shot stock2 cost
L Solar Burst———047F Sun Shot stock 1increase Sun Shot stock 4 47F Drive Gauge3000restore
Solar Burst(Lv1)22——900—
Solar Burst(Lv2)22——1100Sun Shot stock1 cost
Solar Burst(Lv3)22——1350Sun Shot stock2 cost
OD Solar Burst(Lv1)22——1100—
OD Solar Burst(Lv2)22——1350Sun Shot stock1 cost
OD Solar Burst(Lv3)22——1800Sun Shot stock2 cost
L Sun Rise8-24—10001-14F airborne strike; 8-10F throw 8-38F airborne
M Sun Rise13-23—120035-64F airborne
H Sun Rise27-25—130050-78F airborne On hit: 76F
OD Sun Rise14-3SA21600On hit: onlyfinal hit follow-up
Sun Veil6-3—10006-20F Jump-in /strike, strike whenfollow-upmove
OD Sun Veil1-3—12001-20F Jump-in /strike/throw, strike/throw whenfollow-upmove
Vanishing Sun (Backward)———013-26F fully invincible
Vanishing Sun (Upward)432—110013-27F fully invincible20-48F airborne On airborne hit: ground bounce.
Vanishing Sun (Forward)36-3—100013-27F fully invincible21-46F airborne

Super Arts

MoveStartupOn BlockCancelDamageNotes
SA1 Shining Sun(Lv1)11-99—19001-15F 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—23001-15F 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—27001-15F 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)※——1600Note: 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)※——2400Note: 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)※——3400Note: startup: 103F during: 68F: 98F Minimum damage scaling 40%Counter Hit/ Counter Hit values do not change Sun Shot stock2 cost
SA3 Cosmic Ray20-45—40001-22F 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 Ray20-45—45001-22F 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

MoveStartupOn BlockCancelDamageNotes
Strange Knuckle5——1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Gravity Drop5——1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown

Common System

MoveStartupOn BlockCancelDamageNotes
Forward Dash———0—
Backward Dash———01-15F throw invulnerable
Drive Impact: Twinkle Kick26-3—8001-27F 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 Flight20-6—500Recoverable damage 1-22F fully invincible On hit: recovery 5F increase
Drive Reversal (while recovering): Odd Flight18-6—500Recoverable damage 1-20F fully invincible On hit: recovery 5F increase
Drive Parry1—※10Note: 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——0opponent 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——0input ー, ー attack Perfect Parry, animationend through Counter Hit
Parry Drive Rush——※010F Note: animation9F attack 24F
Cancel Drive Rush——※09F Note: animation10F attack 25F

Frame values reference the official Street Fighter 6 Frame Data. Verify version-sensitive situations in Training Mode.