i want to ask which characters do you think are specificly giving Ike a MU worse than 60:40? (besides Olimar)
the only characters Ike will possible have trouble with are: Marth, Lucario (prob 57:43) and Olimar (possible worse than 60:40 simply due to nature of chars but not as ridiculous as before)
other than that Quickdraw handles getting gimped so easily so Ike works like he did in vBrawl besides against . He might be on the lower end but that's a character design flaw in the end.
I firmly believe Ike can work around all the characters here.
No way those are the only match ups Ike has trouble in. Lucario v. Ike was 60:40 Lucario in vBrawl. It could have only gotten worse for Ike considering the only thing that Ike got that could really affect the match up was QD, and even then Lucario still has Aura Spheres to shut that down. Lucario's fsmash and Aura Sphere already wrecked Ike if he didn't perfectly space Aether when recovering, and now that fsmash is buffed and killing earlier I can't imagine Ike recovering back onstage without at least taking some damage. Trying to QD recover doesn't change much. Lucario's dtilt hits low enough and far enough that it'll hit Ike out of the QD before him snaps to the ledge (although they may trade sometimes, but that's a trade Ike doesn't want). Bair can also be used to stage spike Ike while he jumps up during Aether. Lucario can also just toss out an Aura Sphere while Ike is charging QD forcing him to recover lower which sets up for an Aether recovery.
If Lucario chooses to follow Ike offstage, then Ike has to watch out for the fair pseudo-wall-of-pain, nairs, and dairs. Fair can be used to gimp because it links into itself, Aura Sphere, nair (must be used relatively high up because of the end lag), and sometimes dair. It can also be used to bait an air dodge and then lead into dair for the kill/gimp.
Considering Lucario is surprisingly heavy and that Ike cannot edge guard him very efficiently, Lucario's going to be making it back onstage quite easily. While on the other hand, Ike will have trouble getting past fsmash, Aura Sphere, dtilt, and fair/dair/nair if Lucario chooses to follow him off stage. In short: offstage, Lucario wins.
Onstage, Ike has jab, fair, nair, and maybe bair. Ike's aerials out range all of Lucario's, however, they come out so slowly that Lucario has more than enough time to move in and start a fair combo, move out of range, or PS. Fair is Ike's most used zoning tool here. This is unfortunate because it sucks and is easily PSed or punished when blocked. I think Ike's nair trades with or is out ranged by Lucario's ftilt which comes out 3 frames faster, can be angled upwards, and deals more damage when both hits connect. Not a good trade for Ike especially because nair sets up for nothing except jab (DIable) or Ike's terrible throws (sets up for nothing). Bair leads to nothing, doesn't kill that well, is out ranged by Lucario's fsmash, and has terrible ending lag. Oh, and Ike cannot juggle Lucario. Ike's uair and utilt are both out ranged by Lucario's dair. Sure, he can try to usmash, but it comes out too slowly and Lucario can get away for a reset.
Lucario's onstage game consists of dtilt and ftilt to punish stupid approaches and to poke, Aura Sphere to force said stupid approaches, lingering and powerful smashes with relatively little end lag to kill, aerials to combo/juggle, and good throws for emergency kills and set ups. His jab can also be canceled into a Force Palm pseudo-chain grab at low percentage or into Force Palm for a kill or to knock Ike offstage at high percentages. Lucario wins onstage.
Let's not forget that Lucario grows stronger with more damage and that Ike's moves are PSable on reaction/predictable (fair, fsmash, usmash, ftilt, dtilt, QD, Counter, Eruption), don't kill (dsmash, utilt, nair, jab, dair, Aether), rely on his piss poor maneuverability to score a hit (bair, fair, uair), or will be stale by the time Lucario is at kill percentages (fair, nair, jab, bair). Lucario wins at kills and damage racking and has an easier time making a come back. This is probably 65:35, maybe 60:40 Lucario.
As for the Marth match up: nothing changed. Nothing that would really affect the match up changed. Ike gained a better QD. Whooo!!! Doesn't help when Marth can swat Ike out of the move with any aerial, jab, utilt, ftilt, or, well, anything really. The lowered damage on Marth's fair just means Marth does slightly less damage zoning Ike. Ike still has no way of getting past Marth's sword wall and still has no way of killing him reliably. Marth can get past Eruption at the edge with ledge hop air dodge (which he can actually do safely now because he doesn't suffer the DS landing lag now), DS staling (If done right, you have maybe 5 frames of vulnerability), ledge stalling, or ledge hop DS (Ike has 11 frames before the hit box comes out while DS takes abut 11 frames to get to its apex). Yeah, this one is going to stay 65:35 or worse for Ike.
tl;dr
Lucario wins all-around.
Marth v. Ike didn't change.
Honestly, it would be easy to make a list of characters that Ike does not go 40:60 or worse with. Just off the top of my head, without any heavy analysis, and probably underestimating some characters, I'd say Ike does not go 40:60 with the following characters: Bowser, IC, Falcon, Jiggs, Luigi, Zamus, Ness, and Lucas.
A lot of players would have to re-memorize when their kill moves would safely KO Snake, and Snake players would have to adjust accordingly as well.
Not a valid argument considering we have someone like Mario who went for having one kill move to at least three. Every time a move gets a knock back or damage buff, you have to re-memorize kill percentages. Even Snake's kill moves were changed, so players already have to re-learn when they can kill, with what, and against who.
Lucario's counter was always crap in my opinion. The counter frames are so awkward that its more like trying to counter with Ike than it is like trying to counter with Marth. All three of these characters have better options most of the time anyways. Its also pretty weak that Lucario's bonus is shared with two other characters. He'd be better of with something like heavy armor on Extreme Speed for a safer recovery or a faster start-up time on Aura Sphere for a better OoS option against characters that out range him. Even allowing him to wall-cling to a larger area on the sides of stages (is that possible?) would be better.