STREET FIGHTER 6
MAX DATABASE
イングリッド
61 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; shorter range than 2LP but links naturally into 5LP or into 2MP on counter-hit; SA2 cancel: +1/-5
Standing Medium Punch
5MP5M
Cancel Sp SA TC
Notes Strong meaty option due to high active frame count (up to +5 oH / +4 oB); true blockstring when chained into 5MP~MK even at max delay; SA2 cancel: +5/+4
Standing Heavy Punch
5HP5H
Cancel -
Notes 1f extra recovery on whiff and block; long range whiff punish tool (links to 6HP at nearly any range on Punish Counter); extends a hurtbox 1f before active that is vulnerable to projectiles
Standing Light Kick
5LK5L
Cancel Sp SA
Notes Longest range of Ingrid's light normals (but relatively short for a 5f light); DR cancel is delayed until after active frames; SA2 cancel: +2/-3
Standing Medium Kick
5MK5M
Notes Has forward movement on startup (allows Ingrid to maintain a consistent corner spacing when canceling into Sun Shot); highest damage and hitstun out of Ingrid's cancelable mediums; SA2 cancel: +9/+3
Standing Heavy Kick
5HK5H
Cancel SA (2nd)
Notes 2 hits; only the 2nd hit is Super cancelable; Super cancel is delayed until after active frames; puts airborne opponents into a limited juggle OTG state that can juggle into SA1/SA3 (or pick up a post-SA2 juggle if the opponent is high enough); active frames 1-3 hit upward but have poor anti-air hitbox priority; Counter-hit/Punish Counter bonus advantage applies to both hits; strong approach tool out of Drive Rush (links to mediums on hit or grants a +2 strike/throw/shimmy mixup on block); SA2 cancel: +10/+4
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; more range and less pushback than 5LP but worse hit advantage (cannot link on hit to 5LK or on counter-hit to 2MP); DR cancel is delayed until after active frames; topmost hurtbox on frames 1-5 is vulnerable only to aerial strikes (preventing its use as an anti-air); SA2 cancel: +1/-4
Crouching Medium Punch
2MP2M
Notes 3f extra recovery on whiff; one of Ingrid's primary buffer tools (less range than 5MK/2HP but also less likely to be whiff punished); links into 5MP on crouching opponents or into 5LK vs. standing/crouching; high active frame count (up to +9 oH / +2 oB with meaty timing); topmost hurtbox on frames 1-10 is vulnerable only to aerial strikes (preventing its use as an anti-air); SA2 cancel: +8/+1
Crouching Heavy Punch
2HP2H
Notes Ingrid's longest ranged fully cancelable poke with a strong disjointed hitbox; much safer on block than most similar pokes (sets up a +3 strike/throw/shimmy mixup when used out of Drive Rush on block); has an extended hurtbox on whiff until the end of recovery; SA2 cancel: +10/+8
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK
Crouching Medium Kick
2MK2M
Notes Slightly below average range for a cancelable low poke; Special/DR cancel (but not DI cancel) is delayed until after active frames; SA2 cancel: +7/+0
Orbital Kick
2HK2H
Notes Solid range and hitbox priority; has juggle potential without Drive Rush
Vanishing Sun (Down)
2KKK
Notes Teleports above the opponent and comes down with an overhead strike that is plus on block; puts grounded opponents into a limited juggle state (follow-ups possible in the corner); puts airborne opponents into a limited juggle OTG bounce state (follow-ups possible anywhere on screen); can whiff over opponents that are walking forward; vulnerable for 15f after reappearing (can be countered on reaction)
Pretty Heel Kick
5MP~MK5MP~M
Notes Important combo tool for converting from Ingrid's 6f medium; true blockstring even at max delay; 2nd hit keeps airborne opponents in a juggle state (does not increase the juggle counter); SA2 cancel: +9/+1
Luminous Uppercut 1
4HP4H
Cancel TC
Notes Whiffs on crouching opponents; slow but solid anti-air with an extremely rewarding Target Combo juggle follow-up; strong hitbox but no head or upper body invincibility (likely to trade if not timed early); puts the opponent into a free juggle state on hit; cannot hit cross-up; very short horizontal range on grounded opponents; 7f blockstring gap into 4HP~HP TC (up to 11f if delayed); Ingrid shifts backward during startup unless she is fully cornered
Luminous Uppercut 2
4HP~HP4HP~H
Notes Whiffs on crouching opponents (opponent can crouch block even after stand blocking the initial 4HP); puts opponents into a limited juggle state; reduced KD Advantage if only the 2nd hit connects on a grounded opponent; 7f blockstring gap between hits (up to 11f if delayed); SA2 cancel: KD+53/+0
Glowing Touch 1
4MK4M
Notes Foot hurtbox shifts backward on frames 5-11f (more effective against low pokes); has strong hitbox priority and a hitconfirmable TC extension; 6f blockstring gap into 4MK~HP TC (up to 8f if delayed)
Glowing Touch 2
4MK~HP4MK~H
Notes TC extension that makes 4MK a solid whiff punishing tool; puts opponents into a limited juggle state and does not increase the juggle counter on airborne opponents; 6f blockstring gap between hits (up to 8f if delayed)
Vanishing Sun (Back)
4KKK
Notes Teleports away from the opponent; Ingrid is in a counter-hit state on frames 1-12 (before disappearing); after reappearing, Ingrid incurs 22 vulnerable recovery frames with an extended forward hurtbox (Punish Counter state); can use the teleport animation to bait an anti-air reaction to the Forward/Air versions of Vanishing Sun; Distance: 1.74
Sun Bright
6MP6M
Notes Short range for an overhead; high active frame count (up to +6 oH / 0 oB with meaty timing for a potential meterless medium link); puts airborne opponents into a limited juggle OTG state
Halo Flight
6HP6H
Cancel Sp*
Notes 3f extra recovery on whiff; Low Crush on frames 9-19 (not airborne); cancelable into j.214P on hit or block (cancel is delayed until after 1st recovery frame); j.214P cancel can be interrupted with 4-5f normals or air-invuln specials; KD +10 after cancel into j.214LP; can lead to huge damage with Sun Crests and j.214PP hitconfirm; high pushback keeps it safe on block in most scenarios; puts the opponent into a free juggle state on hit or maintains the existing juggle count
Vanishing Sun (Forward)
6KKK
Notes Teleports forward to the opponent's location and performs a kick that is safe on block; puts opponents into a limited juggle state (follow-ups possible on a corner airborne connect); can whiff in juggle routes where the opponent is flying backward too quickly; vulnerable for 8f after reappearing (can be countered on reaction)
Jumping Light Punch
j.LPj.L
Notes Fastest air-to-air; good hitbox priority
Jumping Heavy Punch
j.HPj.H
Notes Spikes airborne opponents on counter-hit/Punish Counter; has juggle potential (causes air reset when juggled after 236HK); lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs); hitbox extends farther beyond Ingrid's arm (visually deceptive); best downward reach of Ingrid's jump-ins for vertical approaches
Jumping Light Kick
j.LKj.L
Notes Cross-up; good air-to-air for potential cross-ups (e.g. E. Honda Sumo Smash, M. Bison Devil Reverse)
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 8-21f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Puts airborne opponents into a limited juggle state (can juggle into Target Combo extension); lower body projectile invuln 12-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs); best horizontal range of Ingrid's jump-ins
Sun Rise
236HK236H
Notes 4 hits (only 3 hits on block/whiff); Low Crush 25-35f (not airborne during these frames); on hit, Ingrid recovers mid-air on frame 77 with the opponent in a limited juggle state (can follow up with j.MP knockdown / j.HP reset / j.214P)
Sun Shot
236HP236H
Cancel SA3
Notes 1-hit projectile; uncharged version has 2f extra whiff recovery if the projectile does not connect within the first 40 frames; sends a projectile upward that stays active for 39f, then descends for another 20f; hold button 15f for charged version that instead flies straight forward mid-air; puts airborne opponents into a limited juggle state; charged version is useful for baiting a whiffed parry or punishing opponents trying to jump out of Ingrid's projectile zoning; uncharged version can be used to safely stock a Sun Crest at mid range if the opponent doesn't jump over it; can only have 1 meterless Sun Shot on-screen at a time (but can be used in conjunction with OD Sun Shot); projectile disappears 1f after Ingrid is hit; extends a slight projectile invuln hand hitbox on frames 16-45 and a foot hurtbox on frames 16-44
236KK
Cancel SA2 SA3 (3rd)
Notes 4 hits (only 3 hits on block/whiff); Low Crush 14-26f (not airborne); safe buffer option that becomes +1 vs. Burnout; forces stand on the first 3 hits; carries over Counter-Hit / Punish Counter bonus frame advantage through the first 3 hits (affects SA2 cancel advantage); SA2 cancel: +15/+5
236LK236L
Notes Strong anti-air but cannot hit cross-up; deals 200 less damage and has reduced advantage (KD +32~38) on active frames 4-10
236LP236L
Notes 1-hit projectile; sends a slower projectile forward a short distance that pauses before continuing forward; hold button 17f for charged version (faster ending projectile speed); puts airborne opponents into a limited juggle state; useful approach tool that can be followed up with Drive Rush pressure from midrange; can only have 1 meterless Sun Shot on-screen at a time (but can be used in conjunction with OD Sun Shot); projectile disappears 1f after Ingrid is hit; extends a slight projectile invuln hand hitbox on frames 18-44 and a foot hurtbox on frames 18-45
236MK236M
Notes 2 hits; Low Crush 12-20f (not airborne during these frames); combos from light normals
236MP236M
Notes 1-hit projectile; sends a projectile forward a medium distance that pauses before continuing forward; hold button 17f for charged version (faster ending projectile speed); puts airborne opponents into a limited juggle state; can only have 1 meterless Sun Shot on-screen at a time (but can be used in conjunction with OD Sun Shot); projectile disappears 1f after Ingrid is hit; extends a slight projectile invuln hand hitbox on frames 18-44 and a foot hurtbox on frames 18-45
Sun Shot (H)
236MPHP236MPH
Cancel SA2 SA3
Notes 2-hit OD projectile; uncharged version has 2f extra whiff recovery if the projectile does not connect within the first 35 frames; sends a projectile upward that stays active for 39f, then descends for another 20f; hold button 15f for charged version that instead flies straight forward mid-air; 2nd hit puts opponents into a limited juggle state; charged version is useful for baiting a whiffed parry or punishing opponents trying to jump out of Ingrid's projectile zoning; uncharged version can be used to safely stock a Sun Crest at mid range if the opponent doesn't jump over it; can only have 1 OD Sun Shot on-screen at a time (but can be used in conjunction with another meterless Sun Shot); projectile disappears 1f after Ingrid is hit; extends a slight projectile invuln hand hitbox on frames 16-45 and a foot hurtbox on frames 16-44; SA2 cancel: KD+61/+10
Sun Shot (L/M)
236LPMP or 236LPHP236LPMP or 236LPH
Notes 2-hit OD projectile; LP+MP gives the shorter/slower 236LP version (most useful for approaching from midrange); LP+HP gives the farther/faster 236MP version (more useful as a traditional zoning projectile); hold button 17f for charged version (faster ending projectile speed); 2nd hit puts opponents into a limited juggle state; can only have 1 OD Sun Shot on-screen at a time (but can be used in conjunction with another meterless Sun Shot); projectile disappears 1f after Ingrid is hit; extends a slight projectile invuln hand hitbox on frames 18-44 and a foot hurtbox on frames 18-45; SA2 cancel: KD+61/+10
Sun Flare
214LP (HOLD OK)
Notes Builds Sun Crests up to a maximum of 4 stocks; can hold the button to extend the move and build stocks slightly more quickly (ends automatically upon reaching 4 stocks); Lv.1 (unheld version): 48F total, stock is built on frame 47 (or frame 42 when continuing to Lv.2 Hold); Lv.2 Hold: 94F total, button must be held 23F, 2nd stock is built on frame 93 (or frame 88 when continuing to Lv.3 Hold); Lv.3 Hold: 140F total, button must be held 85F, 3rd stock is built on frame 139 (or frame 134 when continuing to Lv.4 Hold); Lv.4 Hold: 186F total, button must be held 131F, 4th stock is built on frame 182; if activated with 4 Sun Crests, Ingrid instead builds 3000 Drive gauge every 46 frames (frame data is identical to the regular version but the button can be held indefinitely); Ingrid is in a counter-hit state for the entire duration; hurtbox expands upward on frames 10-44 (Lv.1) / 10-84 (Lv.2) / 10-130 (Lv.3) / 10-184 (Lv.4)
214MP214M
Notes 1-hit projectile hitbox; this version also comes out when input with HP button if Ingrid has 0 Sun Crests; puts the opponent into a limited juggle state (corner follow-ups possible on a high connect like 4HP~HP > 214MP); extends a foot hurtbox and a projectile invincible arm hurtbox on frames 22-41
Sun Flare (1 Stock)
214HP (1 Stock)
Notes 2-hit projectile hitbox; consumes 1 Sun Crest for more hits, extra damage, and longer range compared to the 0-stock MP/HP version; stock is consumed on frame 2; identical to the 0-stock OD version except for projectile priority and Super cancelability; puts the opponent into a limited juggle state (can follow up in the corner or with a midscreen DR~6HP); extends a foot hurtbox and a projectile invincible arm hurtbox on frames 19-38
214PP
Notes 2-hit OD projectile hitbox; identical to the 1-stock HP version except for projectile priority and SA2 cancelability; puts the opponent into a limited juggle state (can follow up in the corner or with a midscreen DR~6HP); extends a foot hurtbox and a projectile invincible arm hurtbox on frames 19-38; SA2 cancel: KD+75/+11
Order of the Sun (0 Stock)
214214P (0 Stock)
Notes Fires beacon into the air that spawns 3 downward-hitting Super-priority projectiles (these projectiles disappear if Ingrid is hit); button strength determines beacon position (Modern Controls: hold back/neutral/forward to control position); LP version appears in front of the opponent, MP version appears above the opponent, HP version appears behind the opponent (except at fullscreen distance); can hold the button to spend up to 2 Sun Crests for additional projectiles; projectile startup varies based on strength: LP 103f / MP 68f / HP 98f; gap between blocked projectiles is 8f / 7f (varies when switching between stand/crouch block, but always large enough to throw between projectiles); grounded opponents are put into a free juggle state by the 3rd projectile (1st/2nd keep the opponent grounded); airborne opponents are put into a free juggle state or maintain the existing juggle count; Ingrid cannot gain additional Super gauge while the projectiles are active or until the current combo ends; after SA2 activation, can combo after a Forward Throw (limited juggle) or Back Throw (free juggle)
Solar Burst
j.214MPj.214M
Notes 1-hit projectile hitbox; can be used during Forward/Neutral jump only on frames 13-37; Ingrid will land before the projectile comes out if activated on jump frame 30-37; this version also comes out when input with HP button if Ingrid has 0 Sun Crests; can be canceled into from 6HP (on hit becomes KD +36, on block becomes -11 vs. standing, -10 vs. crouching); puts opponents into a limited juggle state (corner follow-ups possible if input low to the ground); 2f extra landing recovery when performed from a neutral jump; Ingrid is in a crouching state on the final landing recovery frame; extends a large full-body hurtbox until Ingrid lands (lower body hurtbox is projectile invincible); can be used after corner 236HK launch (earliest timing), allowing Ingrid to land and build another Sun Crest without losing corner oki; hitbox is considered both a projectile and an airborne attack (loses to both types of invuln)
Solar Burst (1 Stock)
j.214HP (1 Stock)
Notes 2-hit projectile hitbox; can be used during Forward/Neutral jump only on frames 13-37; Ingrid will land before the projectile comes out if activated on jump frame 30-37; consumes 1 Sun Crest for more hits, extra damage, and longer range compared to 0-stock MP/HP version; stock is consumed on frame 2; can be canceled into from 6HP (on hit becomes KD +40, on block becomes -10 vs. standing, -9 vs. crouching); puts opponents into a limited juggle state (corner follow-ups possible if input low to the ground); 2f extra landing recovery when performed from a neutral jump; Ingrid is in a crouching state on the final landing recovery frame; extends a large full-body hurtbox until Ingrid lands (lower body hurtbox is projectile invincible); hitbox is considered both a projectile and an airborne attack (loses to both types of invuln)
j.214LPj.214L
Notes Can be used during Forward/Neutral jump only on frames 17-33; builds 1 Sun Crest on frame 47 (1f before end of recovery); the animation lasts 48f regardless of when it was input during the jump (more total recovery if input late in the jump arc); landing recovery ranges from 8-30f depending on activation time; Ingrid is in a counter-hit state for the entire duration and a Forced Knockdown state during all airborne frames; if performed with 4 Sun Crests, Ingrid builds 3000 Drive gauge instead; can be canceled into from 6HP (on hit becomes KD +10, on block becomes -32 and shifts backward); extends a large full-body hurtbox for the entire move duration; can be used after midscreen 236HK (earliest timing) to gain a stock while maintaining KD +5 oki after a forward dash
j.214PP
Notes 2-hit OD projectile hitbox; can be used during Forward/Neutral jump only on frames 13-37; Ingrid will land before the projectile comes out if activated on jump frame 30-37; has the properties of the 1-stock HP version without spending any Sun Crests; can be canceled into from 6HP (on hit becomes KD +40, on block becomes -10 vs. standing, -9 vs. crouching); puts opponents into a limited juggle state (corner follow-ups possible if input low to the ground); 2f extra landing recovery when performed from a neutral jump; Ingrid is in a crouching state on the final landing recovery frame; extends a large full-body hurtbox until Ingrid lands (lower body hurtbox is projectile invincible); hitbox is considered both a projectile and an airborne attack (loses to both types of invuln)
Satellite Leap
j.HK~j.HKj.HK~j.H
Notes Puts airborne opponents into a limited juggle state; cannot hit grounded opponents (too slow to connect even after max-height j.HK); 1st hit pulls opponents inward (if the 2nd hit whiffs, opponent can fly over Ingrid for a side switch)
Sun Veil
22K
Notes Counter that can absorb strikes (resulting in a counter-attack) or dissipate 1-hit non-Super projectiles; counter-attack is a strike knockdown that can be blocked if triggered by a low-recovery attack; counter-attack has 12f startup / 3f active / 21f recovery / 45f total animation / 1-14 fully invuln / Armor Break / no collision box 1-14f (some moves can pass through before counter-attack connects); absorbing a projectile results in 28f total recovery (often punishable if done from longer ranges); can be used to counter most strike-based Supers (useful option out of Drive Rush cancel on reaction to opponent's Super freeze); Ingrid is in a counter-hit state on frames 1-5 and a Punish Counter state for the rest of the move's duration; extends a vulnerable arm hurtbox on frames 21-36 if the counter whiffs
22KK
Notes Counter that can absorb strikes/throws (resulting in a counter-attack) or dissipate non-Super projectiles even with multiple hits; counter-attack is a strike knockdown that can be blocked if triggered by a safe jump (3f leniency on safe jump timing); counter-attack has 6f startup / 6f active / 21f recovery / 40f total animation / 1-11 fully invuln / Armor Break / no collision box 1-11f (some moves can pass through before counter-attack connects); after absorbing a projectile hit, Ingrid incurs up to 9f fully invincible recovery per hit (refreshing for each new hit absorbed) followed by 15f vulnerable recovery; can be used to counter most Supers (useful option out of Drive Rush cancel on reaction to opponent's Super freeze); extends a vulnerable arm hurtbox on frames 21-36 if the counter whiffs
Shining Sun (0 Stock)
236236K (0 Stock)
Notes Can hold the button to spend up to 2 Sun Crests (+400 damage per crest but reduced oki); sends opponent ~1/2 screen away on hit; Ingrid's primary reversal while in Burnout (but slow startup makes it susceptible to safejab pressure); hitbox has a dead zone that can cause it to whiff through high airborne opponents; solid anti-air but cannot hit cross-up; 1st hit deals 400 damage and puts the opponent into a limited juggle state if it trades with a projectile (high float for easy hitconfirm)
Cosmic Ray
236236P
Notes Projectile hitbox that targets the opponent's position 8f before it becomes active (can continue moving slightly upward after this point); the opponent can avoid the projectile by moving quickly (like a fast Drive Rush or jumping after the Super freeze); cinematic time regenerates ~2.1 Drive bars for Ingrid; very slow startup makes it a poor reversal