GhostUrsa
Smash Ace
I'd recommend mixing up your recoveries from the ledge. You almost always rolled, which got you into plenty of trouble in the beginning. You also favored your dash attacks, which Falcon continued to punish. Once you started mixing it up near the end, you did much better but it was a little late to save the match. It was a good attempt though.Yeah, it's For Glory, but hey. Some experience is better than no experience, right?
There's a second part that I'll update this with later.
You'll want to work on your spacing a little. There was plenty of times when you attempted an empty short hop but landed right where you needed to be for your opponent to hit you. Ike's range for his tilts and smashes are near legendary, so a little practice knowing your MU's range will help prevent future punishes.
When using QD to cover distances, I recommend using it lower to the ground(But still airborne). You'll use the no landing lag to your advantage that way, and can attack while sliding. If done too high, you'll enter the free-fall state which prevents any kind of attack/defense.
Watch out for the forward rolls. You've been using them a lot when you are far from your target, which puts you right in the way for a smash. I'd recommend either teching the landing so you can stand right where you are, just rising up or rolling back. It's almost always better to be on your feet when approaching due to the number of offensive/defensive options available to you. If the opponent was closer and trying to attack, then the rolling towards them is more useful.
Specifically with Bjr, avoid using Eruption when they are recovering High as the exploding cart will get you with all but a full charged eruption (and he won't take damage since he's sailed clear over you.) I'd recommend meeting him with an F-air or Aether to attempt a Catchn'Spike instead. (Eruption still is godly against his lower recoveries)
You did good with DeDeDe. Only recommendation I can see is to watch out for his f-tilt and f-smash since they do out-range you.
With Lucina or Marth, I find that Eruption against Low recoveries is difficult to pull off due to the speed of their Up-B. Blocking it allows for a free grab, or you can counter it for some flourish (and to make them afraid of using it.)
Biggest thing I can recommend is practice the spacing of your character. Lucina got you in the end because she was too close for your attacks to be effective when in the air and she was able to use her speed to beat out your moves.