Does she have less depth than Ryu? Or less things to consider than when playing Chun?
It is not the same for every character. With shotos, you have a single antiair solution: dp. You don’t have to bother with this airthrow/raida/nj.MK/b+MP/cr.HP nonsense, and you almost never have to worry about spacing. If you mess up and it trades, then np, take your free ultra (Ryu/Sagat) or get a good vortex setup (Akuma) etc. When you get pressured, you don’t have a 3f cr.jab. You don’t have a good cr.MP crouch tech like Ryu. You don’t have dp FADC until 3 bars, and Ken/Akuma have hitconfirmable dp FADC, which Ibuki does not. And then there’s Ibuki’s backdash. When should you use it? When shouldn’t you use it? What options does your opponent have to punish it? Her backdash is unique in that she’s very airborne and she travels a far distance, at the cost of being a slower than average backdash. For example, a lot of option select sweep setups will not work on Ibuki due to airborne and hitboxes, but she is a lot more susceptible to reaction punishes. With a shoto, this is simplified. Your backdash sucks and you should probably never use it. For Ibuki, smart backdash technology is vital to her defensive game.
It’s not just your opponent’s inability to defend, but how well you can mix them up. Of course Ibuki’s primary trait is her mixup game… she’s a rushdown character after all. The same could be said for any other rushdown character. If you get rid of CViper’s BK mixup and her high/low/throw mixup game, what does she have left? If you get rid of Rufus’s dive kick, what does he have left?
@Dime: as a former Cammy alt, I give mad respect to those Cammys that win her 4-6 matchups, such as Honda/Boxer/Guile. gl hf autopiloting against Charge Fighter 4.