Screen position Corner Midscreen
Type of jump Forward Neutral Forward Neutral
Kunai strength LPMPHP LPMPHP LPMPHP LPMPHP
Abel wxx ww+6 w+6x ww+6/7
Akuma +7+5+4 w+7+5 +7+5+5 w+6/7+6/7
Blanka +4+3+3 w+4+4 +4+4+3 w+5+5
C. Viper w+5 w+6+6 w+6 w+6/7+6/7
Chun Li +6+5 w+6+6 +7+5 w+6/7x
Dhalsim w+3 ww+5 w+5 ww+6/7
E. Honda +4+3 +6+4?+4 +4+3? wxx
El Fuerte (dancing) +7x w+6+5 +7!+3? w+8!+5
El Fuerte (standing still) w+5 ww+6? w+6? ww+6/7
Evil Ryu +7+5 w+7+7 +7+5 w+6/7+6/7
Guile +4+3x w+5x +4+3 wxx
Ibuki w+3x wwx w+4x ww+6/7
Juri w+4+5 wwx w+4+5 wwx
Ken +7+5 w+7+7 w+6 w+6/7+6/7
M. Bipson +5+3 +6+5+5 +6+4 wxx
Makoto +6+3? w+6+6 w+4 w+6/7+6/7
Rufus +7+5 w+7+6 +7+5? w+6/7+6/7
Ryu +7+5+3? w+7+7 w+6+5 w+6/7+6/7
Seth w+5 ww+6 w+5 wwx
Yun +4+3 w+5x +5+4 w+6/7x
Zangief xxx wxx? xxx w+6/7x

This chart lists Ibuki's frame advantage on hit after crouching HP xx jump cancel instant kunai.

Everything so far is tested with Ibuki being point blank next to a standing opponent. Both jump-ins, different spacing or crouching opponents can drastically change things. But off a successful focus crumple the values should be right, although this isn't thoroughly tested. Usually a jab kunai is the best option after a close jump-in.

Legend:

w = The kunai whiffs. Unsafe. Bad. Will get you killed.

x = Impossible to link anything after kunai. This is either because of too bad frame advantage or too far away

[empty] = No data but very likely not useful.

! = The kunai has to be timed perfectly or it'll whiff making it unsafe. (not noted on all chars yet)

? = At least said advantage but looks like it might be a frame better.

+6/7 = Nothing reaches to test further. Go for sweep or target combo 10.