"Ibuki, On the Scene!"
Normals:Standing Normals:-

(Dmg: 30/ Start-Up: 3 Frames/ Active: 2 frames/ Recovery: 9 frames/ On hit: +7/ On block: -1) - Ibuki's standard jab. Great jab to use when confirmin but is -1 on block which is weird for a jab so you have to be a bit more catious with this normal. Not special cancelable.
-

(Dmg: 60/ Start-Up: 5 frames/ Active: 4 frames/ Recovery: 11 frames/ On hit: +6/ On block: +2) - Ibuki's MP which (like Ryu's cr. mp) can be linked into twice. Seems to extend a bit farther than Ibuki's St. LP. Not special cancelable.
-

(Dmg: 90/ Start-Up: 10 frames/ Active: 4 frames/ Recovery: 23 frames/ On hit: -2/ On block: -7) - Ibuki's HP normal which serves as an ok poke. Not much use for this move and is not special cancelable.
-

(Dmg: 30/ Start-Up: 4 frames/ Active: 4 frames/ Recovery: 9 frames/ On hit: +4/ On block: 0) - Ibuki's LK which is one of her good normals to check the opponent's guard. Hurtbox has been increased making this a risk normal to use as well. This normal will be useful when going into target combos. Not special cancelable.
-

(Dmg: 60/ Start-Up: 5 frames/ Active: 4 frames/ Recovery: 14 frames/ On hit: +3/ On block: -1) - Ibuki's MK which is a good normal to hit-confirm into any of her specials. What also makes this move good is the fact that it can be Jump cancelled as well as being special cancelable.
-

(Dmg: 90/ Start-Up: 11 frames/ Active: 3 frames/ Recovery: 23 frames/ On hit: -1/ On block: -6) - Ibuki's HK that serves as one of her anti-airs if timed correctly. This is not the go to anti air as it isn't that good and she has a much better one. Not special cancelable.
Close Standing Normals: - CL.

(Dmg: 30/ Start-Up: 3 frames/ Active: 2 frames/ Recovery: 10 frames/ On hit: +5/ On block: +1) - This normal is one of Ibuki's greatest normals which leads into her greatest Target Combos that'll kick off the offense. This move is special cancelable and jump cancelable as well.
-CL.

(Dmg: 50,40/ Start-Up: 8 frames/ Active : 4 frames/ Recovery: 26 frames/ On hit: -2/ On block: -8) - This normal makes the opponent stand on hit. You can special and jump cancel this move on the first hit, and can follow through with it to combo into one of her Target Combos.
-CL.

(Dmg: 50,40/ Start-Up: 7 frames/ Active: 4 frames/ Recovery: 23 frames/ On block: -7) - If out of all normals, this normal is a key normal to Ibuki's game and I'll let you know why. This move is not special cancelable BUT you can jump cancel this normal after the second hit, so after connecting this move which floats the opponent in the air, you will jump cancel the move to follow-up with Air

(which causes ground bounce on opponents in the air) and extend your combo.
Crouching normals:-Cr.

(Dmg: 30/ Start-Up: 4 frames/ Active: 3 frames/ Recovery: 7 frames/ On hit: +7/ On block: +3) - Ibuki's crouching jab that serves as one of her greatest combo starters. Getting into cr. jab is the ideal range to stay in when using Ibuki. This normal is special and jump cancelable.
-Cr.

(Dmg: 60/ Start-Up: 7 frames/ Active: 5 frames/ Recovery: 14 frames/ On hit: +2/ On block: -2) - Ibuki's cr. mp serves as one of her greatest pokes that can be special and jump cancelable. You're find yourself using this normal quite a bit.
-Cr.

(Dmg: 90/ Start-Up: 10 frames/ Active: 3 frames/ Recovery: 21 frames/ On hit: 0/ On block: -4) - Ibuki's cr. hp which makes as an good anti-air if timed right, otherwise it will often trade. If you can score an hit with this, you can jump cancel into one of Ibuki's air target combos and score some decent damage. Not special cancelable.
-Cr.

(Dmg: 30/ Start-Up: 4 frames/ Active: 2 frames/ Recovery: 10 frames/ On hit: +5/ On block: +1) - Ibuki's cr. lk that serves as a nice close up poke and can help hit confirm into some decent combos. Can be special and jump cancelled.
-Cr.

(Dmg: 60/ Start-Up: 7 frames/ Active: 5 frames/ Recovery: 17 frames/ On hit: -1/ On block: -5) - Ibuki's cr. mk is one of her best pokes at mid range. This pokes can help confirm into a Target combo from the help of a boosted combo. This move cannot be special or jump cancelled.
-Cr.

(Dmg: 90/ Start-Up: 7 frames/ Active: 2 frames/ Recovery: 26 frames/ On block: -8) - Ibuki's cr. hk does her sweep that causes hard knockdown. It covers a nice distance and can be used to catch opponents off guard. Cannot be special or jump cancelled.
Vertical Jumping Normals:- Vertical Jump

(Dmg: 40/ Start-up: 5 frames/ Active: 9 frames/ Recovery: 4 frames/ On hit: +12/ On block: +4) -Ibuki's vertical jump

has her throw her palm out. Not the best move to use when trying to catch your opponent.
-Vertical Jump

(Dmg: 70/ Start-Up: 6 frames/ Active: 7 frames/ Recovery: 4 frames/ On hit: +15/ On block: +5)- Ibuki throws out her arm. An ok move to throw out, but there are better ones.
-Vertical Jump

(Dmg: 100/ Start-Up: 10 frames/ Active: 5 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8)
- Ibuki throws her arms out in both directions. This is a good move to use to catch air opponents.
-Vertical Jump

(Dmg: 40/ Start-Up: 5 frames/ Active: 12 frames/ Recovery: 4 frames/ On hit: +12/ On block: +4) - Ibuki throws out her knee in this normal. Good for catching air opponents if you time it right.
-Vertical Jump

(Dmg: 70/ Start-Up: 6 frames/ Active: 7 frames/ Recovery: 4 frames/ On hit: +15/ On block: +5)
- Ibuki extends her leg out in this normal. This will probably be your go to move (well it's my go to move atleast) for catching opponents in the air.
-Vertical Jump

(Dmg: 100/ Start-up: 8 frames/ Active: 3 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8) - Ibuki throws her leg out an an upright angle. Not one of her best options to use.
Diagonal Jumping Normals(Also known as Air-to-Air):-Jumping

(Dmg: 40/ Start-Up: 5 frames/ Active: 6 frames/ Recovery: 4 frames/ On hit: +12/ On block: +4) - Ibuki throws a fist out towards the foe. Not much use for this normal outside of starting off an air Target combo.
-Jumping

(Dmg: 70/ Start-Up: 6 frames/ Active: 8 frames/ Recovery: 4 frames/ On hit: + 16/ On block: +5) - Ibuki comes down on the opponent throwing out her palm. An ok jump-in attack but Ibuki has better options.
-Jumping

(Dmg: 100/ Start-Up: 12 frames/ Active: 4 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8) - Ibuki throws her arms out similar to Vertical Jump

except she's at an angle. Great jump-in move as well as a godd way to kick off an air target combo.
-Jumping

(Dmg: 40/ Start-Up: 4 frames/ Active: 8 frames/ Recovery: 4 frames/ On hit: +12/ On block: +4) - Ibuki throws out her knee towards the opponent. This normal is Ibuki's best method of crossing up the opponent as it can even become ambiguous at times depending on timing. This normal also can be followed up into a Target combo.
-Jumping

(Dmg: 70/ Start-Up: 6 frames/ Active: 5 frames/ Recovery: 4 frames/ On hit: +12/ On block: +4) - Ibuki throws out her leg to kick the opponent making it an ideal air-to-air move to use, as well as an good jump-in and cross-up move.
-Jumping

(Dmg: 75/ Start-Up: 7 frames/ Active: 5 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8) - Ibuki swings her leg up and then brings it back down. What makes this move special is that it ground bounces any opponents that's airborne at the time, allowing you to extend your combo. In 2013 this normal has become much slower to come out making the timing to catch jumping opponents much harder.
Unique Attacks:- Agemen

(Dmg: 30,30/ Start-up: 7 frames/ Active: 5 frames/ Recovery: 13 frames/ On hit: +2/ On block: -2)
-Ibuki throws her arm upward and does two hits. This is Ibuki's best anti-air (and possibly one of the best anti-airs in the game) and I'll tell you why. During this move she has upper body invulnerability, and this attack puts opponents in a juggle state after both hits, allowing for further damage to be dealt. This move can be special cancelled only after the 1st hit.
-Backhand Punch (far from opponent)

into

(Dmg: 90,40/ Start-Up: 6 frames/ Active: 22 frames/ Recovery: 24 frames/ On block: -6)
-Ibuki does a move similar to St. HP, but adds an extra hit in that does a knockdown afterward. This is one of Ibuki's mid-range pokes, but she has better options.
-Spin Kick

(Dmg: 60/ Start-Up: 4 frames/ Active: 3 frames/ Recovery: 13 frames/ On hit: 0/ On block: -1)
-Ibuki throws her leg out at the opponent, making it one of the ideal pokes to use. This normal is one of Ibuki's best normals to keep the opponent in frame traps after using Tsumuji. Can be special cancelled. In 2013 the hit box has been reduced, meaning you will have a much tougher time landing this when playing footsies with you opponent, decreasing its usefulness.
-Reverse Spin Kick:
(Dmg: 60/ Start-Up: 11 frames/ Active: 2 frames/ Recovery: 17 frames/ On hit: 0/ On block: -4)
-As stated Ibuki throws a reverse spin kick which serves as an good poke to her arsenal. This move leads into her Target combo 7 in which she follows up with an overhead. Cannot be special cancelled.
-Hammer Kick:
(Dmg: 50/ Start-Up: 23 frames/ Active: 2 frames/ Recovery: 17 frames/ On hit: +5/ On block: -4)
- Ibuki hops up and comes down with a kick. This is Ibuki's overhead and is a pretty good one since you can follow-up after it with a couple of her target combos or simple bnb's. Cannot be special cancelled.
-Sazan:
(Dmg: 60/ Start-Up: 8 frames/ Active: 11 frames/ Recovery: 11 frames/ On hit: -3/ On block: -7)
-Ibuki slides on the ground and kicks her opponent. This move can be used to get past projectiles (with the exception of Sagat's Low Tiger Shot) at mid range since it can be punished up close. If you can get it distant enough so her foot just about touches the opponent, you can link a cr. or st. LP and get a nice combo. Not special cancellable.
-Bonsho Kick:
(Dmg: 90/ Start-Up: 14 frames/ Active: 2 frames/ Recovery: 20 frames/ On hit: +2/ On block: 0)
- Ibuki leaps and does a split kick similar to what you would see in karate movies. Not much use for this move unless you get a counter hit which puts the opponent in a slip state, and lets you link afterward. This attack also goes over crouching moves. Not special cancellable.
Target Combos:-Target Combo 1 (During Vertical or Diagonal Jump)

into
(Dmg: 100/ Start-Up: 12,10/ Active: 4,5 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8)
- Ibuki pretty much links the normals Air

and Diagonal Jumping

together. This is Ibuki's strongest jump-in Target Combo and makes a great way to start off her combos. Cannot be special cancelled.
-Target Combo 2 (Diagonal Jump)

into
(Dmg: 90/ Start-Up: 4 frames/ Active: 5 frames/ Recovery: 4 frames/ On hit: +20/ On block: +8)
- This Target combo combines Diagonal jumping

and

. This air target doesn't have much use outside of being an ok air-to-air. Cannot be special cancelled.
-Target Combo 3 (Diagonal Jumping)

into
(Dmg: 60/ Start-U: 4 frames/ Active: 7 frames/ Recovery: 4 frames/ On hit: +16/ On block: +5)
-This Target combo combines both diagonal

and

. Out of all the air Target Combos, this target combo will be use in your juggles. TC 4 works well with her other jump cancelled Target Combos where the others would be harder to pull off. You can also use this TC to cross-up the opponent.
-Target Combo 4 (Close Standing)

into

into
(Dmg: 90/ Start-Up: 3 frames/ Active: 3 frames/ Recovery: 17 frames/ On hit: +4/ On block: +1)
- This Target Combo has Ibuki doing all punches that does 4 hits, and is the only TC that can be special cancelled. This TC is very important to use as it starts out most of Ibuki's high damaging bnbs. This TC can even be linked after her overhead, making it an ideal offensive tool to Ibuki's arsenal.
-Target Combo 5

into

into
(Dmg: 30/ Start-Up: 5 frames/ Active: 4 frames/ Recovery: 14 frames/ On hit: +2/ On block: 0)
-This TC serves as Ibuki's "poking combo" that is a mixture of three normals (St. LP, St. MP and Forward+LK). This may be one of the least used Target Combo you just may use as it is really used to check the opponent's blocking. Cannot be special cancelled.
Target Combo 6 (Close Standing)

into

into

into
(Dmg: 90/ Start-Up: 5 frames/ Active: 1 frames/ On block: -6)
-Ibuki does the first two hits of TC 4 but ends in a downward kick into a upward kick that causes a hard knockdown. Even though the last hit of the TC cannot be special cancelled, but it can be jump cancel which can lead into either a jump cancelled special move (which I will discuss how to do later on) or into her Target combo 3 for juggling purposes and lead into raida (which I wall also explain the timing on it later on).
-Target Combo 7

into
(Dmg: 60/ Start-Up: 27 frames/ Active: 2 frames/ Recovery: 12 frames/ On hit: +7/ On block: +4)
-This Target Combo is a mixture of Ibuki's Reverse Spin kick and Hammer Kick which makes another good "poking" Target Combo at mid range. Linking after her overhead still is the same as it would be if you did it separately.
-Target Combo 8 (Close Standing)

into

into

(Dmg: 90/ Start-Up: 5 frames/ Active: 1 frames/ On block: -6)
- This Target combo is similar and behaves just like TC 6, but instead starts off with Cl. Standing HP. But the key difference between TC 6 and this TC is that you can actually cancel a boost combo into this Target Combo! So it would look something like this: ST.

Cr.

+Cl. Standing

into

into

-Target Combo 9

into

into
(Dmg: 90/ Start-Up: 5 frames/ Active: 1 frame/ On block: -6)
-This TC involves Ibuki doing three kicks ending in kick that makes the opponent float similar to TC 6 and TC 8. Just like those, it can not be special cancelled but jump cancelled. This target combo is still good, but it isn't better than TC 6 or TC 8.
Throws:-Yami Kazura

(Dmg: 130/ Start-Up: 5 frames/ Active: 2 frames/ Recovery: 20 frames)
-Ibuki grabs the opponent's arm, brings them behind her and flips them over her (what a strong girl!). Causes hard knockdown.
-Uki Yami
(Dmg: 130/ Start-Up: 5 frames/ Active: 2 frames/ Recovery: 20 frames)
-Ibuki brings the opponent behind her, jumps up and kicks them in the back of the head. Causes hard knockdown.
-Tobizaru(Air only)

(Dmg: 190/ Start-Up: 5 frames/ Active: 2 frames/ Recovery: 4 frames)
-Ibuki grabs the opponent and does two double kicks before flipping off of them and sending them to the ground. As one of the few characters who have air grabs, it is best to use if you can anticipate a jump. Causes hard knockdown.