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It ain't gonna happen...
In 3S Ibuki was everything you could expect from a ninja: lots of tricks and an extremely wide moveset that helps her being unpredictable. She had an air diagonal fireball (kunai), a DP, a slide that lead into a grab, a hit grab (Raida) and many other things to confuse the opponent. She was the only character whose normal dash made her cross the opponent up and she even had a command dash who did the same thing but traveled further. She had a ton of target combos, but like all her normals it was tricky to land them because of her lack of range, and her damage output wasn't also that great. Overall she was an interesting character that required quite some skill in playing mind games and being able to make the best choice to escape or create different situations.
SF4 Ibuki on the other hand is a full-on vortex character that takes advantage of the hard knockdowns to create ambiguous setups that endlessly lead into themselves. She could simply throw a kunai on you on wakeup and leave you wondering if the kunai and Ibuki will land left or right, hence leading into a crossup or resetting into another safe situation for her. She also had almost endless blockstrings with her spin kicks, but at least she couldn't cross you up with a simple dash anymore. Almost everyone who played the game remember her as a nightmare - for themselves or for their opponents.
The Ibuki that we'll get in SF5 seems to be once again a different character. She loses three of her special moves, two of them being almost useless (the penguin kicks and the front flip), but she gains the ability she had in USF4 Omega to throw kunais on the ground too. Her command dash stays similar to SF4 with each button making her do a different thing (LK = simple dash forward, MK = crossup dash, HK = jump dash). Overall she'll probably still be a terrific mixup character with lots of tricky setups, but much more honest than her SF4 counterpart.
In SFIV you had very strict timings to perform some combos, which involved super jump cancels or spin kicks jab transitions. In case you missed these timings you ate a shoryuken FADC counter or a command throw, which could mean a quick game over with her low HP.
Many people hated Ibuki because of her popular Kunai vortex and neckbreaker move, which is no longer possible in SFV according to Capcom.
SFV Karin is similary technical in comparison to SFV Ibuki.