Ingrid

Menu

Ingrid starts with 1x Sun Crest. She can gain up to 4x using Light Sun Flare. She can spend Crests on Heavy Sun Flare, Overdrive Sun Flare, Level 1 Super, and Level 2 super. Read the move notes for details.

Normal Attacks

Hitbox Image
Standing Light Punch
4
13
300
High
Chain, Special, Super
--
--
+5
-1
3
9
Hitbox Image
Standing Medium Punch
6
23
600
High
Special, Super, Target Combo
--
--
+1
0
5
13
Hitbox Image
Standing Heavy Punch
12
35
900
High
--
Strike-invincible hurtbox on frame 11.
--
+3
-5
4
19 (20 on block/whiff)
Hitbox Image
Standing Light Kick
5
18
300
High
Special, Super
--
--
+2
-3
3
11
Hitbox Image
Standing Medium Kick
8
27
700
High
Special, Super
--
--
+3
-3
4
16
Hitbox Image
Standing Heavy Kick
9
36
400, 400
High
--
--
--
+4
-2
5, 3
19
Hitbox Image
Crouching Light Punch
4
14
300
High
Chain, Special, Super
--
--
+4
-1
2
9
Hitbox Image
Crouching Medium Punch
7
25
600
High
Special, Super
--
--
+6
-1
4
12 (15 on whiff)
Hitbox Image
Crouching Heavy Punch
12
34
800
High
Special, Super
--
--
+1
-1
3
20
Hitbox Image
Crouching Light Kick
5
16
200
Low
Chain
--
--
+3
-2
3
10
Hitbox Image
Crouching Medium Kick
8
29
500
Low
Special, Super
20% damage scaling to followup hits.
--
+1
-6
3
19
Hitbox Image
Crouching Heavy Kick
10
37
900
Low
--
--
--
Knockdown +30
-12
3
25

Unique Attacks

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Forward + Medium Punch (Sun Bright)
21
40
600
Overhead
--
Can be up to +6 on meaty.
--
+3
-3
4
16
Hitbox Image
Forward + Heavy Punch (Halo Flight)
17
43
900
High
Special (Air Specials Only)
Can only cancel into Air Specials, cannot Drive Rush cancel or Super Cancel.
--
Knockdown +38
-4
3
21 (24 on whiff)
Hitbox Image
Back + Medium Kick
9
29
700
High
Target Combo
--
--
+4
-4
3
18
Hitbox Image
Back + Heavy Punch
14
38
800
High
Target Combo
--
--
Limited Juggle Knockdown +45
-8
5
20

Target Combos

Medium Punch, Medium Kick (Pretty Heel Kick)
6, 12
23, 37
600, 700
High
Special, Super
--
--
-3
-11
4, 3
13, 23
Back + Medium Kick, Heavy Punch (Glowing Touch)
9, 20
29, 46
700, 800
High
--
--
--
Knockdown +44
-11
3, 6
18, 21
Back + Heavy Punch, Heavy Punch (Luminous Uppercut)
14, 23
38, 46
800, 800
High
Special, Super
Only second hit is Special Cancellable.
--
Limited Juggle Knockdown +45, +43
-8, -10
5, 8
20, 16
Jump Heavy Kick, Heavy Kick (Satellite Leap)
12, 8
--
800, 300, 300
Overhead
--
Target Combo allows air-to-air Jump Heavy Kick to followup juggle. Both the J.HK and the followup TC cause limited juggle on air hit.
--
**
+6...+11
7
3 Landing

Jump Attacks

Hitbox Image
Jump Light Punch
4
--
300
Overhead
--
--
--
+7...+9
+3...+5
10
3 Landing
Hitbox Image
Jump Medium Punch
8
--
600
Overhead
--
Limited Juggle State on air hit.
--
+10...+11
+6...+7
4
3 Landing
Hitbox Image
Jump Heavy Punch
9
--
800
Overhead
--
Knockdown on aerial counter hit.
--
+9...+15
+5...+11
6
3 Landing
Hitbox Image
Jump Light Kick
6
--
300
Overhead
--
Crosses up.
--
+5...+10
+1...+6
10
3 Landing
Hitbox Image
Jump Medium Kick
8
--
500
Overhead
--
Crosses up.
--
+9...+13
+5...+9
6
3 Landing
Hitbox Image
Jump Heavy Kick
12
--
800
Overhead
Target Combo
Limited Juggle State on air hit.
--
+10...+15
+6...+11
7
3 Landing

Special Moves

Sun Shot (Light Punch)
17
Down, Down-Forward, Forward + Light Punch
49
700
High
Creates a projectile instantly which travels forward, then delays before traveling forward again. On-hit and on-block data is only for the first travel, second travel is MUCH more advantaged as it activates entirely after she finishes recovering.

Holding Light Punch causes the followup's travel to be faster.

Held Punch can be released quickly after being held, does not require waiting while the projectile delays.
--
-2...+12...
-6...+8...
3
32
Sun Shot (Medium Punch)
17
Down, Down-Forward, Forward + Medium Punch
49
700
High
Creates a projectile instantly which travels forward, then delays before traveling forward again. On-hit and on-block data is only for the first travel, second travel is MUCH more advantaged as it activates entirely after she finishes recovering.

Holding Medium Punch causes the followup's travel to be faster.

Held Punch can be released quickly after being held, does not require waiting while the projectile delays.
--
-2...+17...
-6...+13...
3
32
Sun Shot (Heavy Punch)
15
Down, Down-Forward, Forward + Heavy Punch
48
700
High
Creates a projectile instantly which travels up-forward, then delays before traveling down-forward. On-hit and on-block data is only for the first travel, second travel is MUCH more advantaged as it activates entirely after she finishes recovering.

Holding Heavy Punch causes the followup's travel to go forward without descending again.

Held Punch can be released quickly after being held, does not require waiting while the projectile delays.
--
-1...+6...
-5...+2...
3
32
Sun Shot (Overdrive)
17 | 17 | 15
Down, Down-Forward, Forward + PP
45 | 45 | 44
400, 600
High
OD versions mimic Light, Medium, and Heavy versions but with two hits and a knockdown on hit. Data is listed as: LP+MP = Light OD | LP+HP = Medium OD | MP+HP = Heavy OD.

Can hold PP to change followup's travel behavior.

Held Punch can be released quickly after being held, does not require waiting while the projectile delays.
--
Limited Juggle Knockdown +52... | +52... | +53...
+1...+15... | +1...+20... | +2...+9...
3
32
Sun Flare Charge (Light Punch)
--
Down, Down-Back, Back + Light Punch
48
--
--
Charges 1x Sun Crest per use. Can hold Punch to continue charging up to 4x Sun Crests. Can be used in air on a Neutral or Forward jump. If used in air, cannot hold Punch to continue charging.
--
--
--
--
48
Sun Flare (Medium Punch or Heavy Punch)
21 [18] | 22 [22]
Down, Down-Back, Back + Medium Punch or Heavy Punch
47 [46] | ** [**]
900 [1x 800, 300][2x 450, 450, 450]
High
No difference between Medium or Heavy other than that Heavy will consume up to 2x Sun Crests, but Medium never consumes. Can be used in air on Neutral or Forward jump. 1x Crest version adds a second hit and a little extra range. 2x Crest version has three total hits and goes full screen. Data listed as: Normal [Crest] | Air [Crest]. Cannot cancel into any Super.
--
Knockdown +47 [1x Limited Juggle Knockdown +68...][2x +76...]
-4...-1 [1x +4...+8][+5...+9]
6 [**][**]
21 [1x 15][2x **]
Sun Flare (Overdrive)
18 [18] | 22 [22]
Down, Down-Back, Back + PP
47 [46] | ** [**]
800, 300 [1x 450, 450, 450] [2x 450, 450, 450, 450]
High
Non-Crest OD behaves similarly to 1x Crest Heavy. 1x Crest OD behaves similarly to 2x Creat Heavy. 2x Crest OD adds a new fourth hit and more advantage.
--
1x Limited Juggle Knockdown +68... [1x +76...][2x +87...]
+4...+8[1x +5...+9][2x +9...+13]
15 [**][**]
21 [1x **][2x **]
Hitbox Image
Sun Rise (Light Kick)
8
Down, Down-Forward, Forward + Light Kick
51
1000
High
Anti-air invincible on frames 1-14.
--
Knockdown +36...
-24
10
34
Sun Rise (Medium Kick)
13
Down, Down-Forward, Forward + Medium Kick
77
1200 (500, 700)
High
No anti-air invincibility.
--
Knockdown +40...
-23
5, 10
33
Sun Rise (Heavy Kick)
27
Down, Down-Forward, Forward + Heavy Kick
121
1300 (200, 200, 500, 400)
High
No anti-air invincibility. Last hit is only a double-hit on hit, not on block or whiff.
--
Knockdown +28...
-25
3, 2, 4
41
Sun Rise (Overdrive)
14
Down, Down-Forward, Forward + KK
93
1600 (200, 200, 500, 700)
High
No invincibility. Last hit is only a double-hit on hit, not on block or whiff.
--
Knockdown +40...
-3
5, 4, 2
21
Normal Hitbox Image Overdrive Hitbox Image
Sun Veil
6 (1)
Down, Down + Kick
55
100, 900 (100, 1100)
High
Normal version absorbs projectiles and attacks on frames 6-20. OD Version absorbs projectiles, attacks, and throws on frames 1-20. Transitions into an attack when absorbing attacks and throws. OD data in parenthesis.
--
+23 (+52)
**
15 (20)
35
Vanishing Sun
13 | 36 | 43
Back + KKK | Forward + KKK | Down + KKK
48 | 57 | 59
-- | 1000 | 1100
-- | High | Overhead
Back version is an escape teleport with no hit. Forward version goes horizontally forward with a kick hit. Down version is an overhead jump-in kick that is plus on block and causes a juggle state on hit. Cannot cancel into any Super. Data listed as: Back | Forward | Down.
--
** | Knockdown +44 | Limited Juggle Knockdown +48
-- | -3 | +2
-- | 4 | 4
22 | 18 | 13

Super Arts

Shining Sun (Level 1)
11
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
1900 | 2300 | 2700
High
Strike/throw invincible on frames 1-11. Breaks armor. Can hold Kick during screen freeze to consume up to 2x Crests for increased damage and knockdown advantage. Unlike Sun Flare, can choose to use 1x or 2x Crests depending on how long Kick is held during screen freeze. Data listed as: Base | 1x Crest | 2x Crest.
--
Knockdown +12 | +17 | +20
-99
5, 7, 3
79
Order of the Sun (Level 2)
11
Down, Down-Back, Back, Down, Down-Back, Back + P
**
High
Causes 3x projectiles to fall from the top of the screen. Can hold Punch during screen freeze to consume up to 2x Crests to add up to 2x additional falling projectiles. Unlike Sun Flare, can choose to use 1x or 2x Crests depending on how long Punch is held during screen freeze. Tweet me with more info if you lab this weird move...
--
**
**
**
**
Cosmic Ray (Level 3)
20
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
4000 (4500)
High
Hit tracks / spawns at opponent, goes full screen. Critical Art in parenthesis.
--
Knockdown +30 (+30)
-45
**
**

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.70
Back Walk Speed — 3.20
Forward Dash — 20 frames / 130.00 distance
Back Dash — 23 frames / 90.00 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 125 (hit)
1200
Throw
--
--
--
+21
3
23
Back Throw
5
30 (whiff) / 127 (hit)
1200
Throw
--
--
--
+20
3
23