Hmm, I've got a few combos into Ibuki's super. When I mean a few, I mean these are the only one I've found working. I'd be able to find more if I use an arcade stick, but I can only do so much with a pad.
I'll be using these terminology:
Buttons
LP = Jab
MP = Strong
HP = Fierce
LK = Short
MK = Forward
HK = Roundhouse
Motions
cr. = crouch
cl. = close
st. = standing
f. = forward (direction)
b. = back
j. = jump or jump towards
JC = Jump cancel (done by inputting up on d-pad during a combo)
(SJC) = Super Jump cancel (done by inputting down then up on d-pad during a combo)
QCB = Quarter circle back [214 motion] look at a number pad for reference.
QCF = Quarter circle forward [236 motion]
DP = Foward, Down, Down-Foward motion on D-pad.
Basic combo 1
cr.Fierce>QCFx2>JC>Jab/Strong/Fierce
cr.Fierce>JC>QCFx2>Jab/Strong/Fierce
The above two are the same. The top is done by buffering the QCF motion on the ground then jump cancelling and going straight into the super by pressing one button afterwards. The bottom is done by doing the QCF motion in air.
Basic combo 2
cl.st.Forward>SJC>QCFx2 Jab/Strong/Fierce
cl.st.Forward>QCFx2>SJC Jab/Strong/Fierce
Same concept as the first combo with the exception that you need to super jump cancel in this combo.
Basic combo 3
cl.st.Roundhouse>JC>QCFx2 (then Any punch)
cl.st.Roundhouse>QCFx2>JC (then Any punch)
Again, similar concept. You can jump any time during the first or second hit of the roundhouse then perform the super afterwards.
As you can see all of Ibuki's combos can have her motions buffered between a combo before or after a jump/super jump cancel.
I'll also be listing all QCFx2 as 'Super' from now
Basic combo 4
cl.st.Jab>Strong>Fierce = Target combo 4
Target Combo 4>SJC>Super
Basic combo 5
cl.st.Fierce(1 hit)>SJC>Super
The timing for the combo above is slightly more strict.
Basic combo 6
st.Short>st.Forward>SJC>Super
^This is her Target combo 3>super
j.Jab/Strong/Fierce/Short/Forward/Roundhouse>Any of the 'Basic combo' above. The exception being j.Short not working with Basic Combo 1.
j.Fierce>j.f.Forward
Target combo 5>Any of 'Basic combo' listed above.
These ones are slightly more strict than the ones listed above.
st.Jab>st.Forward>SJC>Super
cr.Jab>st.Forward>SJC>Super
st.Jab>st.Jab>st.Forward>SJC>Super
cr.Jab>cr.Jab>st.Forward>SJC>Super
cr.Jab>st.Jab>st.Jab>st.Forward>SJC>Super
cr.Jab>cr.Jab>st.Jab>st.Forward>SJC>Super
cr.Jab>cr.Jab>cr.Jab>st.Forward>SJC>Super
st.Jab>Target combo 3>SJC Super
cr.Jab>Target combo 3>SJC Super
st.Jab>st.Jab>Target combo 3>SJC Super
cr.Jab>cr.Jab>Target combo 3>SJC Super
cr.Jab>st.Jab>Target combo 3>SJC Super
f.Forward>st.Jab>st.Forward>SJC Super
f.Forward>cr.Jab>st.Forward>SJC Super
f.Forward>Target combo 3>SJC Super
cl.st.Strong>st.Forward>SJC Super
cl.st.Strong>st.Jab>st.Forward>SJC Super
cl.St.Strong>cr.Jab>St.Forward>SJC Super
cl.QCB Forward(2 hits)>st.Jab>st.Forward>SJC Super
cl.st.Forward>QCB Forward(2 hits)>st.Jab>st.Forward>SJC Super
cr.Jab>st.Forward>QCB Forward(2 hits)>st.Jab>st.Forward>SJC Super.
Reverse DP(2 hits) w/any kick>Super (This is her Shoryu-kick that makes her jump and perform two kicks and then a back-flip. You can cancel the back-flip into her super