Home | Back

Ingrid
by DeathScythe
Download

Custom version of Capcom's Ingrid, for MUGEN 1.0+.
Based on her Capcom Fighting Jam and Street Fighter Alpha 3 MAX appearance.
Customizable options, including alternate hitsparks and choosing between Custom Combo or MAX Mode. Check "config.txt" for info.
Special Intro vs DivineWolf's Kula Diamond.
Special Intro vs KarmaCharmeleon's Blanka.


Index


Move List

(EX): move has an EX version, performed by pressing 2 punch/kick buttons (costs 1/2 bar).
(MAX): use 2 punch/kick buttons when performing a Super Move to power it up (costs 2 bars).
(Lv.3): move costs 3 bars.

Normal
Suncrack or +
Light Punish or +
Air Throw or + (during angled jump)
Sunbright +
Easy Step +
Little Lag +
Special
Sunshot (EX) +
Sun Arch (EX) +
Sunrise (EX) +
Sun Upper (EX) +
Sun Lower (EX) +
Sundive (EX) + (Air)
Super
Sunburst (MAX) +
Sunshine (MAX) +
Sun Drive (MAX) +
Sun Delta (Lv.3) +

System

Forward Dash
Run (hold )
Backward Dash
Low Jump tap
High Jump tap
Long Low Jump tap tap
Dodge +
Dodge Attack or (during dodge)
Forward Roll + +
Backward Roll + +
Parry tap
Parry Low tap
Air Parry tap (Air)
Power Charge hold +
Zero Counter + or (during guard)
Custom Combo + (Air also)
MAX Mode +
Fall Recovery or +

Move Details

  • Sunbright is an Overhead.
  • If canceled into, Sunbright will lose the Overhead property.
  • EX Sunshot will disappear if Ingrid is hit (will not disappear if she is blocking.)
  • Sun Arch and EX Sun Arch have a short invulnerability window at the start.
  • EX Sunrise spin have invulnerability to projectiles, except for Super projectiles.
  • Sun Upper can only counter standing moves. EX Sun Upper can counter both standing and air moves.
  • Sun Upper and Sun Lower can only counter normals and specials. EX Sun Upper and EX Sun Lower can counter supers.
  • Sunburst projectile will explode in a different range depending on the button strength.
  • EX Sunburst projectile will explode when the opponent gets near, even if it doesn't make contact.
  • Sun Delta is unblockable, and will appear in a different position depending on the button strength.

Combo System

  • Some Normal attacks can be canceled into Command Normal, Special and Super moves.
  • Some Special moves can be canceled into Super moves.
  • Some Lv1 Super moves can be canceled into MAX Super moves.
  • Cancelling a Special, Super move or Custom Combo into a Super move resets the juggle points but also reduces its damage.

Custom Combo

  • Removes cancellable attack restrictions and gives you a lot of freedom to combo them.
  • Juggle limite is lifted.
  • You can only use EX Special or Super moves from the point the character starts flashing faster and brighter, and doing so ends Custom Combo.
  • Gives you a short invulnerability window at the start.

MAX Mode

  • Attack and Defense are increased while in MAX Mode.
  • EX moves can be performed at no power cost, though take away from time sustained in MAX mode.
  • All Lv1 Supers can be performed at no power cost, though immediately uses up all time in MAX mode.
  • All Lv2 and higher Supers will cost 1 power bar, along with using up all time in MAX mode.
  • Even without a power bar, as long as you have time left in MAX mode, you can perform Lv1 Supers/EX moves.
  • You can not Power Charge/gain power while in MAX mode.
  • You can not perform a Zero Counter/Counter Movement while in MAX Mode.

Screenshots




Videos


Version History

Click to show/hide

14/January/2024
  • Fixed FX's harsh shadows in mugen 1.0
  • Fixed wrong Super name appearing in her lv3 super finish (Sun Drive instead of Sun Delta)
  • Fixed afterimage not appearing during Custom Combo
  • Added a new and much better small portrait
31/December/2023
  • Now uses accurate boxes, velocities and damages from CFJ, with a few tweaks
  • Added extended Color Separation (courtesy of DivineWolf) and new sprites (courtesy of sabockee and Xenomic)
  • Fixed Sunshot not counting hits for the juggle system
  • Added EX versions to Sun Upper, Sun Lower and Sundive
  • Added Sun Drive
  • Changed AI behavior
  • Added special intro with DW's Kula Diamond and Karma's Blanka
  • Many misc teaks and fixes
  • Added many palettes
04/August/2019
  • Fixed Sun Upper and Sun Lower FX and sound not disappearing if Ingrid is hit or blocking
  • Normal Sunburst also explodes if opponent is near, jumping over or crouching
24/July/2019
  • Added Explodsive Buffering System by Just No Point & Jmorphman
  • Lots of fixing on juggles and priorities
  • EX Moves consumes 1/3 of the bar in MAX Mode, like DW updated chars
  • Refined code and removed unused codes
  • Fixed sprpriority for projectiles appearing behind the players
  • Changed AI behavior
  • Fixed using Zero Counter during Max Mode, which should not be possible
  • Added palettes
  • Remade many animations for better timing
  • Changed Sunrise velocity when the move makes contact, similar to SFA3 MAX
  • Fixed problem with dampener when using normal and MAX Suburst
11/October/2018
  • Misc tweaks and fixes
  • Sun Upper can now counter air attacks
  • Added turns intro
  • Added palettes and a palette guide folder :P
02/October/2018
  • Color Separation \o/
  • Some small changes in the AI
  • Sun Lower changed to statetype=C, and now goes back to crouch state instead of stand
  • Fixed wrong position when recovering near ground
  • Misc tweaks and fixes
  • Re-did CLSN for hit animations
  • Deleted unused effects sprites and animations
  • Changed and added palettes
03/September/2018
  • Misc tweaks and fixes
02/September/2018
  • Misc tweaks and fixes
01/September/2018
  • First Beta Released

Special Thanks

  • DivineWolf, for providing the extended CS .sff, beta testing, suggestions and a lot of misc help
  • Jesuszilla, for creating the CE tables
  • KarmaCharmeleon, for teaching me how to use the tables and a lot of good general feedback
  • Everyone from MugenGuild and MFFA, always helping and treating me super nice
  • PotS, for the style and assets
  • Jmorphman and DivineWolf, for reference I used to make my template
  • Jmorphman (again) and Just No Point for the Explodsive Buffering System
  • Rness/Rhythmical, for editing Ingrid and giving me motivation to update her, I used a lot of things from this edit
  • InkTrebuchet, for the AI projectile detection code
  • Memo, for the initial template
  • sabockee and Xenomic, for the Midnight Bliss sprites
  • Warusaki3, for some of Ingrid's sprites and sounds
  • aokmaniac13, for some additional sprites (mostly effects)
  • CrazyKoopa and MC2, for color-separated sprites
  • -Whiplash-, for Ingrid's portraits from SFA3 MAX
  • xcheatdeathx, for some sick hyper portraits
  • Manson Rees, for coding help
  • PeXXeR, ZolidSone, Trololo, .JSON, Raging Rowen and others, for testing and suggestions
  • Devon, Rhythmical, Mysticus, Foobs, MT7 and others, for palettes
  • Everyone at MFG, for feedback, and suggestions
  • wiki.supercombo.gg, for the icons in the move list
  • Elecbyte, for creating MUGEN
  • VirtuallTek, for creating Fighter Factory
  • Capcom, for creating Ingrid
  • You, for downloading my char :D

Disclaimer

Street Fighter, Capcom Fighting Jam and Capcom VS SNK 2 are property of Capcom.
This MUGEN character is a non-profit fan work, it cannot be used for any commercial purposes.