Since people are talking about Ike, just going to throw out a few points.
Ike's air speed is good. It's 1.134, upper half of the cast. It's not as good as Chrom's 1.302, but only the top characters will vastly outspeed Ike's full drift if they're both in the air.
They methodically nerfed a lot of Ike's kit. Aether is the most prominent example of course, since that move
needed the sword to go through the stage to be a viable recovery. Now, it doesn't even hit people who are at the very edge. In my opinion, it was dumpstered in a way that only something like DK's recovery can replicate. I was quiet about speaking that opinion when the game first game out since other recoveries were nerfed, but there wasn't a need to nerf balanced recoveries from prior games. Ike does have a few options, where reverse aether and mixing up timing can prevent spikes, but the hitboxes are too small to really "finesse" with a precisely placed aether like previous games.
His recovery overall I still feel is OK since Quick Draw is just that good of a recovery, but the nerfs can be difficult to deal with.
Ike doesn't have to swing pre-emptively since he has bair. Of course there's a caveat, since the hitbox was neutered compared to previous games. The timing is much more strict when hitting low, and it points downwards now, so it can also be tough hitting someone above you at max range, so you're more constrained in your timing. It's still possible, though, to work around this by adjusting your drift to properly space. He can also use the 5-frame super armor of aether at any point during a dash, or reactively use Side-B or run up dtilt or jab to reactively whiff punish. If the opponent jumps over Ike's jab, he may have time to reactively get to jab3 as an anti-air as well.
Nerfed moves in terms of hitbox sizes:
- Jab1 - Range destroyed, hitbox doesn't cover arm hurtbox from vertical attacks
- Jab2 - The character used to shift forward when jab2 began. Now, the character shifts backwards. Hitboxes also seem reduced
- Dtilt - The hitbox comes out when the sword is at an angle, noticeably reducing the hitbox to be smaller than attacks it comfortably outranged in 4
- Utilt - sourspot hitbox is much smaller, hitbox behind him was removed for both sweetspot and sourspot
- Bair - Hitbox shrunk considerably. No armpit hitbox, so it is easy to whiff grounded characters up close and aerial characters when spaced
- Fair - Generally shrunk from S4, range is barely greater than nair
- Nair - Back hit noticeably reduced in size, making it tougher to space
- Dsmash - Hitboxes shrunk considerably
Jab, dtilt, and bair hitbox nerfs were pretty big blows to his neutral, since he needed his faster moves to have reliably big hitboxes. You can play around them, but they leave some holes in his play by relying on riskier options. The holes became more apparent after nair was dumpstered since he could no longer easily dispose of stocks. The only silver lining is that they made bair's hitbox so thin that it is now a reliable shield poke tool.
Even with all of the nerfs, though, I think Ike's sideB is very under-utilized. It has good hit detection and has a lot of potential uses with B-reverse and wavebounce, leaving a good amount of potential for setting up baits. A partial charge is -19 to -20 on shield while still outranging grab (a larger charge will get grabbed), so the risk:reward isn't so bad if mistimed.
Aether also has many more offensive applications than what we have seen. The sword riding up the side of the stage can be aimed to stay in the 2-frame area, getting consistent punishes or spikes. It can also be used as an anti-air in certain scenarios when the opponent is recovering high.
I doubt we'll see much of this, though, since the Ike playerbase doesn't really focus on tech beyond combos and kill confirms. With just optimized combos and confirms, that's still a lot the character has going for him, since he has easy access to 30-60 damage combos until around 50%. Back hit uair also outranges most aerials in the game with low landing lag (with the caveat that it can't easily hit grounded characters, of course).
He also has a strong theoretical ledge trump game. Bair is fast and strong, he can jump onstage and nair if the opponent buffers roll into a potential confirm, and he has plenty of ways to punish ledge regrab. If he grabs the ledge early, he can ledge release and double jump nair back onstage without many issues.
I think theortical high+ level Ike play involves not throwing out nearly as many hitboxes, using back hit uair, reactive + preemptive bair, much more grounded movement, and using B-reverse quick draw for baits. Either optimal combos or setplay into combos and confirms. Ike is still very strong in many different positions, since nair is omnidirectional and reduces his hurtbox size, while his other moves are situationally stronger elsewhere.
It really is interesting to me how so many of his moves were methodically nerfed over the games. Brawl Ike in Smash 4 would've been pretty great, and Smash 4 Ike (with the global changes) would've been pretty great as well. It feels like the game physics become more favorable for him, but then they nerf the moves that would've most benefited from them. Also, to be clear, I think Ike is mid tier until the aforementioned tech becomes commonplace. But yeah, not too great when big sword guy gets big hitboxes nerfed everywhere.
Edit: Overall, I think Ike is a more technical/precise character masquerading as a different archetype, which isn't great on a character with no projectiles.