A real SFIII Ibuki has completely separate hair. Mine doesn't lol. I think there's like an MX version or something that has her hair as an explod or a helper that goes with the "wind". But you could do something similar for his cape
You could set up a little ((Anim)+(Vel X)+(Vel Y)) system to pump out the values. I'm not sure how it was done in Ibuki originally. But you could do a simple
ifelse(Vel X>1,6000, ifelse(Vel X<1,4000,5000)
ifelse(Vel y>1,15000, ifelse(Vel y<1,9000,12000)
and you'd pump out values like
X-Y =15,000 = x positive y negativeYou could set up the helper to check if your in anim = [40,99] or which ever ones you wanted. Then it'd be say, 20,000+47= 20,045 and that's the cape's animation.
XY0 =18,000 = x positive y neutral
XY =21,000 = both positive
X0Y0 =17,000 = both neutral
X0-Y =14,000 = x neutral y negative
X0Y =20,000 = x positive y neutral
-X-Y =13,000 = both negative
-XY0 =16,000 = x negative y neutral
-XY =19,000 = x negative y positive
Obviously with these values you wouldn't be able to have a base animation over 1,000. You wouldn't have the cape be different for standing light punch but the basic air attacks would work. You may be able to set up a transition method too. Like if you AMK at the top of the jump the cape would start -y, become y0, and finish y. You could have the neutral cape's animation make it flow more naturally. It could come out looking phenomenal! And even if some how you were going down and popped back up, the "neutral" speed would still transition nicely. All of the air specials that needed the flowing cape could be dropped to the 700s or 900s and still work. If you needed you could just make throws 1800 and use 800 for specials & ultras. I dont think that'd matter too much if the state is over 3000 for AI. (At least I think most AI looks for Ultra moves at 3000)
There may be a better system for something like this already. I'm just brainstorming.