Funny you mentioned Yun DJ and whiff’ing cr.MP, because in a nutshell, my Ibuki does the same thing.
Start of the match can begin either way for me. I’ll either start with kunai zoning, and using slide to advance, or wait awhile for my opponent to react. Usually, when I get about mid-range I start playing my footsie game with whiff’ed cr.MP, safe slides, and cr.HK. Most of the time if my cr.MP ends up connecting, I’ll cancel between LK Tsumuji or MK Tsumuji (usually im careful about the MK Tsumuji on block since you can be mashed out of it, while in most cases, LK Tsumuji is safe on block), or if I want to start my close range game early I’ll cancel into LK Command Dash after the cr.MP. Once im close though it’s basically pressure from there on. knockdowns become easier to get, and your not at a disadvantage since your with in her prime zone. Definitely close to somewhat mid-range is Ibuki’s pressure options. And this is essentially where I try to keep myself.
Like DJ said, you should always try to come into a match knowing a little bit about that characters weaknesses when fighting Ibuki, and use that to formulate a quick knockdown strategy to keep yourself in the lead.
Outside of all that, this is usually how I visualize my playing area:
Full Screen/Long Distance- HP Kunai is a viable method of zoning. Slide is the best option of movement and can take me into mid range safely. F+MK, slide, and Neutral jump Kunai make fireballs really easy to deal with.
Mid Range- HP Kunai zoning is not as viable, but Neutral jump MP/LP kunai can be used in conjunction with cr.HK to get a quick knockdown. Cr.MP becomes my most reliable poke for whiff punishing, and footsies next to cr.HK. Using slide to get under fireballs is the best option at this range, and it can also place me in a safe position in close range if done correctly. cr.MP is my main way of getting in by canceling between LK/MK Tsumuji (and obtaining the knockdown from the MK version), and LK Command Dash to bring me into either a vortex situation or close range. Anti-Air if need be using mostly B+MP, cr.HP, and air throw.
Close range- Kunai zoning is no longer safe. cr.LP, st.LK, st.LP, st.MK, cr.LK all become viable options with cr.LP being the safest and most reliable. At this range, pressure game starts, and 90% of my move-set is usuable. Main goal in this range: Knockdown.