Any thoughts for Ness? My current strategy is to change characters lol. I feel like Ike should win the matchup though.
I feel like this match-up is roughly even. FAir and PK Fire are the main tools that you'll have to be on the lookout for in neutral; FAir can be out-spaced by your own FAir or punished by QD -> JC grab or QD attack (this option is probably the easiest one) whereas you can jump over grounded PK Fire. Aerial PK Fire, however, is more annoying to deal with because you either have to try rushing under Ness as he uses it (QD or DACUS are good for this), get above and in front of Ness, or retreat. Getting above and in front of Ness is kinda risky if he still has his double-jump though, since he can double-jump FAir or, if he jumps off the ground with his back turned, he can mix it up with a DJC BAir.
Thankfully, Ness' floaty nature makes him susceptible to combos and, if you manage to clip him out of a DJC, he's left without a jump and is entirely vulnerable. UTilt is a good anti-air, since Ness isn't particularly fast in the air so you should have enough time to punish FAir or DAir on reaction if they try to come down from a full-hop instead of PK Fire'ing. If you manage to get over Ness while he's in the air, NAir is an excellent choice for punishing him since it pops him up and it's faster than FAir.
Edgeguarding Ness may be difficult if you're not familiar with his recovery, but as long as you intercept him early, then you should be fine. Ness can't do much to ward off edgeguarders except for double-jump FAir, so if you see him use his double-jump, you know that he must commit to up+B'ing if he's not close enough to airdodge onto the stage; as such, you can reliably edgeguard him with FAir simply by jumping out and waiting for PKT1 to start. The only time that it's difficult to edgeguard Ness is when he goes high and starts his up+B early, which might get you caught in an awkward position where you can't easily get back to the ground in time to punish him and you'll take too long to hit him before PKT2 starts (which has invincibility frames and hits like a truck, so it's unwise to challenge it). As such, you'll have to gauge how high Ness before determining whether you'll have enough time to jump out for an edgeguard. If he's extremely high, he might be able to ward you off with aerial PK Fire in addition to FAir, so you'll have to do your best to work around this.
With regards to Ness' combos, DThrow is his best combo throw by far - DI'ing up leads to a BAir or UAir while DI'ing away leads to a FAir, so it's typically best to DI away unless you can DI up onto a platform and potentially escape a follow-up. However, when you're getting hit, you usually want to try SDI'ing FAirs down and away so that he can't follow up with a DAir; otherwise, he can get the "Ken Combo" pretty easily. If you see Ness drifting on top of you, he's probably going to DAir - be patient and wait a bit before meteor canceling so that you don't jump during the fail window (the first 16 frames after hitlag), since Aether's height allows you to recover even when you're pretty far below the stage.
Lastly, if you need it, you can reference some of the friendlies I have with Atomsk's/Adam's Ness in
this video.