Street Fighter Alpha 3 Max - X Ingrid Playthrough
Автор: SF Alpha Aus
Загружено: 2020-05-08
Просмотров: 5577
Описание:
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)
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