There's quite a lot going on.
While Ingrid is still waiting for release, it's the perfect time to get more familiar with her moveset and see what the character is all about.
Even though Ingrid has been shown off before, the new character guide from Capcom offers a lot of extra detail and explanations on how the characters plays, outlining the function of her special moves and their intended use cases.
We'll outline the key points, but if you want to watch the full video, you can find it below.
On the surface, Ingrid seems like a character with a simple gameplan but rather nuanced gameplay. In abstract, her variety of projectiles positions her as a zoner. Keep enemies away, chip away with stray hits, and build up your unique stock of Sun Crests. Once you've built up enough, you can go in for a cash-out combo where you use various powered up special moves to inflict more damage. You can also use it to power up her zoning, but for obvious reasons that's generally less rewarding.
Now, onto specific moves:
- Sun Shot - your main projectile. Ingrid will put them out in front of her, and they will accelerate after a brief stop. You can change speed and angle by holding the buttons, and there's a special property on OD fireballs, since they can be sent out even when another projectile is still present on the screen.
- Sun Flare - another projectile, but this time a beam with different ranges. You can stock up Sun Crest after firing off lights, and then expend it on Heavy and OD versions that allow for a brief follow-up combo with her teleport.
- Sun Burst - essentially an aerial version of the beam projectile, can also allow for follow-up attacks if you have stocks.
- Sun Rise - your DP function that can serve as an anti-air, combo fodder, or reversal. The heavy version is pretty special as it starts with an advancing attack before the rising kick. This one allows you to do follow-up attacks and has a safe OD version. Additionally, can be cancelled into supers for confirms or spending meter on more offense.
- Sun Veil - Amnesia is back but in a slightly less oppressive way. This is your classic counter that will beat attacks and single hit-projectiles, while OD version can beat multi-hits and throws but still loses to Supers.
- Vanishing Sun - the aforementioned teleport. You can use it to move back, forward, or above your opponent. After the latter two, Ingrid will also do a follow-up attack.
Her lvl1 and lvl3 supers are rather standard cashouts, with lvl1 also utilizing the Sun Crest mechanic to increase damage, but lvl2 is rather special. Instead of being a direct attack, it summons 3 downward projectiles. Their placement is relative to opponent's position, with light, medium, and heavy version being in front, above, and behind the opponent respectively. If you have some stocks, you can also get extra 2 projectiles.