Oops about the desert typo, was thinking in double negative and was working until 4AM. And yeah, everyone should know about this and most of the other things by now.
About jab to usmash:
it does sound pretty slow, but the goal is to provide an up-close situation where it is pretty safe to throw out something like a usmash, instead of just running up to them from a neutral position or from hitting them out of airdodge or under an attack. Jabbing + the combination of turnaround and usmash makes Ike retreat a little from the opponent, and minimizes his hurtbox. The combination of all 3 would make it easy to punish most attempted aerials, or at least make it so they can't punish you easily OoS.
Ideally, you want to try jab to usmash near the edge of the stage, and the jab must pop them up. Pop up because If they land too quickly, they may be able to punish. It's pretty noticeable whether they pop up or not, similar to cases where jab->utilt may work.
You don't necessarily want to dash to usmash because the opponent will more often than not be in a defensive position of trying to get out more than actually chasing you. If the opponent stands still, you will miss, and it is much easier to punish usmash that completely misses instead of hitting your shield.
The jab to usmash has a few key weaknesses that I'm trying to assess:
1. Powershields when landing
2. Spotdodges
#1 would be more annoying. Usmash is by no means a combo, but you are attempting to frame trap them within shield or landing so you remain safe. These accidental powershields are something to look out for.
Spot dodges aren't too bad as long as they can't spot dodge early so they can punish you.
Obviously, holding solves some of these problems but creates others. You can also do a Mr. Doom and usmash at the edge, so even if the opponent powershields, you slide offstage to safety.
@Brett (about usmash on frigate):
It's only practical in the sense that you can extrapolate that line of thinking towards pretty much hitting any opponent's shield (or no) with an attack (as long as you're on the ground) and following it up with another aerial after stage transition. Usmash is just the hugest/most flashy since the attack is out for like 12 frames or so.
You can always grab the opponent and throw them under the stage towards the left while the stage is turning, too.
People should also try to be more aggressive with edge guards, most of our moveset is useful:
fair, dair, back-wards facing uair, bair,
aether, ledgehop bair/dair/nair, aether or uair them as they are going onstage,
fair/downwards ftilt/dair, even reverse uair opponents at the ledge and time it right when their invincibility ends, etc.
Powershield jabs can also pretty much go through almost any attack. If you time it correctly, it can even beat out MK's fair inbetween hits. It's okay to dash+shield because of sliding, but it's not wise to sit there in shield, since we slide a fair bit and decreases our chance to punish. Power shield jabs is how I get quite a bit of damage from skilled opponents.
Lots of Ikes I see are decent at getting hits, but are very poor at understanding how to followup attacks, so they are throttling their own damage potential. To cut it short, all people really need to do at least is to spam uair when other players are landing on platforms, and force edgeslips more often. Of course there are other things like air dodge frame traps and juggling,