IN AIR, QUARTER CIRCLE FORWARD + PUNCH
Ibuki's projectile attack that can only be done in the air. Each strength punch will determine the angle in which the Kunai is thrown. It does not cancel out projectiles like fireballs, so this is not a move to be used in projectile wars but more to annoy and mix up the opponent. You can follow up with a Kunai after an EX Kazeigri.
One of the more effective ways of using the Kunai is after an untechable knockdown to set up an ambiguous cross up. For instance, after a Neck Breaker, you can super jump and immediately throw out a light Kunai. As you drift to the other side of the opponent, they will have to predict which way the Kunai will hit. This is known as her "Vortex", although there is much more to the Vortex than just Kunais.
FORWARD, DOWN, DOWN-FORWARD + PUNCH
Ibuki will jump and flip in the air at different angles, depending on the strength of the punch. From here she can toss out a kunai to create mix up and cross up opportunities.
HALF CIRCLE FORWARD + PUNCH
Ibuki's sliding neck breaker which hits low on opponents. EX versions will do multiple hits. Set's up an untechnable knockdown and is one of her most effective specials in combos due to the fact that it will set up her "vortex". After the Neck Breaker, you can execute a Light Kunai just as they are waking up to set up an ambiguous cross up, or jump in with Medium Kick or Light Kick for similar results.
HALF CIRCLE BACK + PUNCH
Ibuki's command grab, although it is not like many other command grabs in that it can be blocked. That said, it will catch jumping opponents and can also be connected after a EX Tsumuji in the corner.
QUARTER CIRCLE FORWARD + KICK
Ibuki's dashing teleport which travels different distances depending on the strength of the kick. Light Kick and a Medium Kick will keep her in front of the opponent from close range, while the Heavy Kick version will allow her to go through the opponent completely, ending up on the other side. It is useful within block strings to use this move to confuse and mix up the opponent.
FORWARD, DOWN, DOWN-FORWARD + KICK
Ibuki's Dragon Kick which is primarily useful within her chain combos. The EX Version will allow her to follow up with a Kunai, keeping the opponent at bay although they can hit you with a Level 2 Focus as you make your way down if they predict the follow up Kunai. EX version is best used as Anti Air and is a decent wake up move as well.
QUATER CIRCLE BACK + KICK
Ibuki's multi-hit whirlwind kick which is primarily useful in combos and block strings. After the initial hit, you can either let the rest of the attack hit mid, or press down and kick for the move to end in a low attack. Ending in a low will allow her to start her "vortex" as mentioned above.
BACK, DOWN, DOWN-BACK + KICK
Ibuki's overhead stomp kick which is not as useful as it was in Third Strike, which isn't saying much. She will hop on the opponents head and then bounce off after the attack. Using the EX Version will allow her to jump to the other side of the opponent, which can make it useful for escaping corner pressure.
SUPER - KASUMI SUZAKU
IN AIR, QUARTER CIRCLE FORWARD X2 + PUNCH
Ibuki builds meter quickly with her being such an offensive character and has one of the more useful Supers in the game.
ULTRA 1 - YOROITOSHI
HALF CIRCLE BACK X2 + THREE PUNCHES
This is Ibuki's grab Ultra, and only has limited uses due to the fact that is has relatively slow start up. you might catch your opponent off guard a couple times with this one, but her second Ultra will typically be the go to Ultra for Ibuki players.
ULTRA 2 - HASHINSHO
QUARTER CIRCLE FORWARD X2 + KICK X3
This will most likely be the preferred Ultra for most Ibuki players considering it has multiple uses and applications. The most effective way to use it is from a Super Jump Cancel off of one of her normal moves. For instance, she can Super Jump Cancel most of the final attacks of her chain combos and end with this Ultra making it extremely useful in her overall gameplan.