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Ingrid looks completely terrifying, but Street Fighter 6 players need her to counter JP

Ingrid looks completely terrifying, but Street Fighter 6 players need her to counter JP

Image Credit: Capcom / YouTube

Ingrid’s gameplay trailer has revealed that she’s just as weird and cool as Street Fighter 6 fans predicted. In a game full of straightforward fighters and cousin lovers, Ingrid’s quirky personality felt refreshing when she was first announced. Luckily, her moves are just as out there.

Ingrid will be a zoner that fights from a far-off range thanks to her energy-based projectiles and teleportation. Her fast movement and aerial abilities make her quite unpredictable. Unfortunately, we’ll have to wait until May 28th to play her, which will conclude the Year 3 DLC fighters.

Ingrid’s moveset in Street Fighter 6

ingrid gameplay in street fighter 6
Image Credit: Capcom / YouTube

Ingrid is quite unique, one of the strangest fighters in the history of Street Fighter. Her projectiles, teleportation, and ability to control space make her seem a bit overwhelming. So we’ll break it down a bit.

Specials

  • Sun Shot: A ball of light with angle and speed you can control. The Overdrive ball can be released even if the original ball is already out
  • Sun Flare: A beam of light that can increase in range and number of hits with up to four Sun Crests
  • Sun Rise: A somersault that acts as an anti-air if it’s the Light version, while the Heavy version has a Solar Burst and follow-ups. It can be canceled into a Super Art
  • Sun Veil: Nullify an opponent’s incoming attack, teleporting them away from you (moves with multiple hits and Super Arts can pass through)
  • Vanishing Sun: A teleportation move that allows you to go forward, backward, or right in front of the enemy. Vanishing Sun can attack, unless going backward

Supers

  • Level 1, Shining Sun: A fast fury of kicks
  • Level 2, Order of the Sun: Solar energy reigns from above all over the stage
  • Level 3, Cosmic Ray: A beam that goes across the entire screen

Stacking up Sun Crest power will power up Ingrid’s Supers.

Ingrid will be a tough fighter to master and face, but probably worth the labbing. She can control the stage and space thanks to her projectile abilities, teleportation, and ability to move enemies around. You’ll be able to keep opponents at a safe distance from you until you see the right opening. And if they try to rush you, send them backward. It will be quite difficult to find a way in, especially as you attempt to maneuver all of the energy balls and beams she has lying around the stage. And once she sees an opening, she can teleport at lightning speed, taking enemies by surprise.

Her high IQ playstyle, full of answers and tricks, has players excited and scared. Said one fan: “Ingrid is playing Street Fighter 7.”

Added another: “She fights like she’s deciding who gets to be in the next game.”

Despite Ingrid looking quite insane, nobody has surprisingly called for a nerf yet. The FGC may feel differently once they have the chance to play her (and against her). But for now, she seems like a fun counter to JP, who has felt quite overpowered.

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