So I have pretty limited MU experience on this one which is why I wanted to talk about it. I haven't had the chance to really sort out the MU for myself through experience so I hope some of you can help me out.
Neutral
Neutral feels really hard to tackle because you will get beat with disjointed moves in the air most of the time and the same is liable to happen on the ground. Since Ike got buffs now, he can actually set up great follow-ups out of confirmed aerials, Dtilt, and grab. Flamethrower is nice as it usually is against an opponent without their own projectiles but if Ike reads this and hops the flames, you will eat a substantial punish and be forced into an edgeguard situation. I don't think Ike approaches so quickly that he lends himself to dashing into flames either. Our only saving grace in neutral is that we don't care at all about his grabs at high percents. I'm pretty sure he does not have a kill combo out of Uthrow for us and the combination of his slow dash speed and his other throws' low horizontal knockback prevent him from setting up good edge guard situations off of grabs to a notable extent.
Offense
We have pretty nice low percent combo options but, again, nothing crazy. Retreating Fair is an option if you can catch Ike's own slow aerial approach before he gets the full reach of the sword out. Nair is pretty much useless except for some utility in crossing up Ike's shield and covering getup options at the ledge (probably not double jump Fair though). Rock smash seems to be what would make or break this matchup to me though. Ike is a big, slow target so if his moves connect with you, chances are he is staying in range of Rock Smash until it gets out its hitbox (unlike, say, Falcon). However, if Ike baits it you might just end up taking a Usmash to the grill. Uthrow is Uthrow but Ike is a bit heavier. Edge guarding is really risky with Ike's recovery but Flamethrower should be your go to option for that in the MU. Dtilt has to be used very carefully in this MU because of Ike's disjointed options.
Defense
Ike also has good low percent combo options both out of grabs and various other hit confirms like Dtilt. Ike can take a stock with just about anything except a grab or jab at kill percent so don't underestimate those tilts or dash attacks. Utilt, Uair, Bair and dash attack are the ones that I seem to see people, especially heavy mains, get surprised by the most. Those moves are no joke. Don't get hit as Ike recovers too. Ike just has to avoid shield grabs and Flamethrower in this MU, really. Ike edge guards us reasonably well but he completely gives away stage control if be goes offstage while we recover high with flare blitz. Ike also has nice jabs to prevent you from punishing well-spaced aerials and tilts on shield.
Personal thoughts
I feel like this is one of the MUs where we don't really have a good low risk option from neutral and we also have a harder time killing, even with rage. We have to read/bait the opponent's individual approaches much more than we can throw out safe hitboxes and combo starters in hopes that stuff just works. Ike has options to cover our approaches other than shield without grabbing. He is in the position of being able to toss out safe hitboxes, as long as he keeps an eye out for flamethrower.
The only time I've been able to beat a post-patch Ike is when they botched their aerial spacing and let me shield grab/Flamethrower them all day. Otherwise, I've been finding myself getting rekt pretty hard.