@Tomber: I'm just going to copy and paste my comments straight from Notepad, in which I jotted down thoughts as I observed them. Pardon the poor formatting and the general odd organization of the comments.
vs. King Funk (Falco/Luigi)
first round
Your general play looks pretty solid. Your movement is generally good, your reads are pretty good, and your execution is good. It looks like you get impatient occasionally, though. Most of the times when you lost momentum happened because he read your approach and punished well. ICs don't really need to approach Falco very much, so try not to feel obligated to always be landing a hit on him; it's fine to sit back and wait for an approach or shoot ice blocks pretty often. The main reason you lost the first round is that you kept rushing in whenever you could on your last stock and he realized this; you calmed down a little when you just had one IC left, but the mindset shift happened too late. Other than that, there are some little minor situational decisions that could have been better, but nothing very severe that I would stress about at the moment.
second round
I don't have too much to add that I didn't see in the first round. I would like to emphasize again that ice blocks are really good against Falco; there were a lot of times when you could have easily shot some to safely harass him when you instead either did nothing (a fine option, but not always one of the best) or went for a risky approach. Kind of a random comment, but I also don't generally recommend recovering with the synced version of side-B against Falco since he can very easily hit you out of it; up-B is nice in that at least Popo will usually survive.
third round
Random situational technique: When you're in a situation like the one at 9:07 where you're kind of close to Nana and at the edge, synced side-B towards the center is often a decent way back to the center. It catches a lot of people off-guard since they often don't know just how far Popo can be from Nana for the synced squall to work. Also, right after the aforementioned time, you should have tried to save Nana with up-B, not side-B. Another general comment, but you like to waveland around platforms when the opponent respawns. This can work, but you don't want to be far from the ground for very long. Being up high on a platform is generally very unsafe as ICs. In particular, you really don't want to go to the top platform unless you're very confident that you won't get punished for it. Going to the top platform around 10:08 directly lead to Nana's death shortly afterwards and ultimately made you lose the nice lead you had at that point. You probably should have done bthrow at the throw around 10:50 just so that you can put Luigi off-stage and get synced again. You also should have gotten back in sync after Luigi's next death; not doing so lead to Nana's death and a general loss of momentum.
vs. Eagle
first round
When Eagle grabbed Nana, you probably should have shielded rather than CC'd and grabbed him after the dthrow. At 2:52, Nana dies to a random dsmash; this is something you should always be wary of against Samus, although it looks you dealt with this move pretty well for most of the set. I'm confused about why the fsmash at 3:52 didn't KO; maybe it has to do with PAL/NTSC differences. In any case, I would advise punishing such a whiffed grab with grab -> charged smash for a KO. On another general note, most good Samus players like to grab with a certain regularity. HugS, for example, waits a pretty long time between grabs, but not excessively long; he waits just long enough for the opponent to forget about getting grabbed so he can go for it again. Eagle grabs constantly; it shouldn't be too difficult to get a sense of when he likes to throw out grabs and roll, spot dodge, or even do something like jump and waveland onto a platform to make him miss. Also, when he does grab Nana, if you can get right next to him and shield, I think you should be able to shield-grab his dthrow. You might need to shield-DI a little bit sometimes, but I don't think that's usually necessary. The end of this round is funny.
second round
You like DD blizzard a lot. This is fine because it is an awesome desynch, but be careful about when you throw it out against a character like Samus. Samus isn't one of the most likely characters to run into a blizzard from halfway across the stage. She'll probably just shoot a missile which you'll need to shield, since any other way of dodging would result in Nana getting hit. DD blizzard is still fine against Samus here and there, but only use it if you think she's likely to run into it, or if you're trying to prevent her from getting back onstage when she's on the edge. That blizzard around 7:20 should have lead to a grab, but didn't since you brought up your shield after the roll. I can see why you'd want to protect yourself then, but at least against Samus, you should be able to judge whether you need to shield on reaction. It looked pretty clear when you started the desynch that she wasn't going to suddenly throw anything out that could hit you throw the blizzard, and if she did decide to toss out a missile, you could easily react to it. It looks like you generally have a decent idea about how to deal with charge shot; you should probably try to keep your shield a bit bigger than you currently do, though. Being able to main a really big light-shield in general is pretty nice against Samus.
I also want to add that against Samus, going to the top platform every now and then isn't actually so bad. She's much worse at punishing you for going up there than King Funk's characters are, so it's actually a nice, reasonably safe place to be every now and then.