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One of Ingrid's useful tools is her HP. St.HP nearly covers halfscreen and catches opponents offguard due to the range and has a quick startup. c.HP is just as useful, not as much range as st.HP, but it can go under most fireballs. j.HP is useful, beats most options, takes a good amount of Guard Gauge away. As you see in the video, I sometimes use QCBx2 MP to start the round. the range of the super depends on what punch you press. LP is close, MP is mid screen and HP is 3/4 screen. Since you start the round mid screen, depending on whether: 1. If your opponent has a read (or can hear you input buttons before round start). 2. How mobile your opponent is (is he going to jump or do a special move). Even so if you land the super, it takes about 40% of your opponent. If not, you can still build it quickly until next round. Her HP fireball, yet has a slow start-up, is still useful when playing Ingrid. from midscreen onwards when using the fireball, you can: 1. Beat jumping opponents (x-ism) 2. Eliminates jumping away from the corner When Ingrid gets you to the corner, she has a plethora of options to keep you there until KO. With each HP blocked, the guard gauge depletes very quickly until there is a Guard crush, then it could eventually lead to Dizzy. Now if Ingrid is in the corner, there are options to escape which are: Parry (QCB+P) HP your way out CVS2 Roll (3xK) Back throw DF+MK (slide)