I have a theory about the future of the Hajime no Ippo manga. The story is at a critical turning point right now. In my opinion, a major character needs to die whether by accident, in the ring, or even a natural death.
More Ingrid counterplay ideas 👇
0:00-
Countering vertical beam
Try to react with a perfect parry.
Against higher beams, a successful perfect parry can lead to punishments such as Drive Rush or sweep.
You can also bait a whiff and whiff punish with Drive Rush.
0:07-
https://t.co/Tel2GModKK > TC into setup / beam / teleport
Look for a perfect parry against the beam or setup, while being ready to Drive Rush if you see the teleport.
• Up teleport → go under with Drive Rush cr.LP and punish the landing.
• Back teleport → use a Drive Rush attack and look for a Punish Counter.
0:33-
Countering Ingrid's cr.HP retaliation
If cr.HP > beam is blocked, it can remove a large amount of Drive Gauge, and on hit it scores a knockdown.
However, the hitbox is not especially strong. For example, after blocking HP, preemptive st.LP or https://t.co/dZS0R9M0sH can often beat it.
Also, if you backdash after blocking HP and make the retaliatory cr.HP whiff, you can whiff punish with https://t.co/0Q746Q41GX.
Retaliatory https://t.co/tYbJLpulX8 and 6HP are also vulnerable to preemptive https://t.co/dZS0R9M0sH and backdash whiff punishes.
Retaliatory st.HP is particularly weak to preemptive https://t.co/dZS0R9M0sH.
1:03-
Beam retaliation can beat preemptive buttons such as https://t.co/dZS0R9M0sH.
Against a regular beam, if you avoid it with a backdash, you can often whiff punish with a Drive Rush attack.
It is also possible to react to the beam with a perfect parry.
My current thoughts on dealing with Ingrid’s setups, teleports, and beams 👇
Still feels pretty underdeveloped, but here’s what I’ve got so far.
0:00-
As a counter to OD parry, meaty OD Hadoken or charged fireball.
Even if the parry succeeds, you’re still around +6, so you can punish with https://t.co/oPb0pV5AQW.
0:12-
Safe jumps after MK Tatsu or LP DP.
Anti-air invincible reversals can still be blocked, and OD parry can also be covered.
0:28-
Counterplay against setup into teleport.
If you block from farther away, it tends to become a true blockstring.
If you move in and crouch block, it becomes easier to DP or Perfect Parry the teleport.
0:42-
If dealing with it from farther out, Perfect Parry first, then if you see the teleport, anti-air with cr.HP or similar.
0:44-
Against setup > stock charge or teleport, buffer Perfect Parry Drive Rush beforehand.
Go under the teleport with whiff cr.LP > turn-around cr.LP.
If you see the charge instead, check with https://t.co/0Q746Q41GX or similar.
0:56-
If you recognize either the horizontal or overhead teleport, anti-air with cr.HP or st.LP > st.LP.
1:15-
Use Hyakki preemptively against the setup, then go into the HK follow-up if you see teleport or charge.
1:28-
Walk forward and parry as a read against mid setup.
If you get a close-range Perfect Parry against the mid setup, sweep can punish.
1:33-
If they start mixing in heavy setup, use Parry Drive Rush into cr.LP.
1:40-
If they use setup at close range, it’s at least possible to react and aim for a sweep trade.
1:46-
Against non-enhanced beam, Perfect Parry > 6HP will reach unless it hits at max range.
You can also whiff punish missed beams with Drive Rush https://t.co/dZS0R9M0sH and similar options.