I'll throw my 2 cents into the pot...
ZONING
On the ground AAA combo combined with crouch canceling is more then able to keep people out of his face. One of the, if not the best AAA combo in the game if counting CCing. However, once they get out of AAA range, it starts to get more tricky for Ike. Utilt has the speed needed, but not the horizontal range. Ftilt has the power and horizontal range, but is a bit too slow in some cases. Dtilt doesn't have it short of spiking. Dash attack isn't as bad as some attacks speed wise, but it telegraphs when it's coming out, and doesn't work if the opponent is too close. Hyphen Smashing can work, but if it doesn't hit, Ike will get punished. Dsmash works, but it has about the same range as AAA combo. Fsmash is lol for spacing except for the occasional one out of shield. Quick Draw works for catching up to an opponent after knocking them far away, but for escaping or attacking directly, it's too slow. For slower attacks with long range, Counter can and will work, but often has better choices. His grab game is good against a wall, but when not against a wall, it has few uses. Eruption is situational at best. Overall: Above Average, mainly due to AAA combo and it's CC opportunities to get slightly slower attacks to connect
In the air Without a doubt Ike is in the top third here, if not top quarter. Nair auto-cancels on landing, covers 270 degrees around him, lingering hitboxes and knocks opponents upwards for easy chain of attacks at low %s. Fair is the aerial move with the most horizontal range, covers a large area above and in front of him as it comes down, long lingering hitboxes, IASA frames, and power. If an Ike is SHFairing, without a projectile, you aren't hitting him. Bair comes out on frame 8, very strong, little lag, but shortest range out of his air game. Dair is a powerful, large spike, with a semi-sex kick effect that after the spiking time period, getting hit by Dair will sent you flying upwards. I believe it has some IASA frames when SH'd, but not as much as Fair. Uair is a killer move that is extremely powerful. Have fun airdodging it. It lacks horizontal range however, and has the most landing lag. Overall: Above Average
Off-stage Ike begins to faulted here. He might be able to get Fair or Dair off here before needing to aether, unless he was knocked way high up, which case he can get two off. When aethering, he can spike someone attempting to gimp him, which does help a fair bit. But thats almost all he has here. He can QD to recover, but thats very rare for Ike to do so. Overall: Below average
SPACING
Extreme long distance We have an easier time then say Ganondorf, but it's still bad. Overall: Uncomfortable
Long distance See above. Overall: Uncomfortable
Medium distance Once Fair comes into play, Ike is right back into the ballgame. Ftilt also works here, Hyphen Smashes work, SHNairs to finish closing the gap, etc. This is Ike's ideal KOing distanceOverall: Comfortable
Short distance Now Ike can do some real % damage, as they are now in AAA combo range. By bouncing them back and forth between Short Distance and Medium Distance, Ike can quickly rack up damage and bring them into KOing range. However, he won't be able to pull nearly as many KOing moves here Overall: Bearable
KILLING
Killing power It's flipping Ike. His Utilt and Ftilt almost have as much KOing power as Snake's. And then throw in his amazingly strong smashes, his 4 spikes, the fact anything other then his throws are kill moves, Ike is simply a powerhouse. Overall: Amazing, seeing that we are talking sololy about killing power, not killing speed.
Gimping potential Unlike what some silly, uneducated character boards think: Ike can gimp. Walk off Fairs and Dairs are easy to do, amazingly strong, and Ike is more then able to recover from them as long as he wasn't stupid and used his second jump to get off of the stage. Vertical wise, Ike has a wide area he can gimp in. Horizontal wise however, is a lot more limited. Overall: Below Average