To deal with CC'ing while in the air, you should either space FAirs or BAirs with the tip so that it's harder for the opponent to counter-attack. While on the ground, try not to jab as little as possible - if I notice my opponnet CC'ing in the middle of my jab combo, I tend to either shield or roll away since jab -> grab or even jab2 -> jab3 aren't safe anymore. You can try QD JC grabbing people if they try CC'ing, but since good CC options tend to be quick/long-ranged (particularly options like DK's or Marth's DTilt), this might not work very well unless you mix it up with QD shffl'd DAir.
Ike's CC'ing options are pretty much limited to either jab or grab, since his ground game isn't particularly fast. CC DSmash might work as a nasty surprise on occasion, but it only comes out on
frame 12, so it's only good against slower attacks.