Aether is great in front, but it has 2 key weaknesses: Ike is completely vulnerable after he jumps up to grab the sword. You can throw out any lingering hitbox. All you need to do is wait offstage if he's going to aether. If he does normal aether, just hit him as he rises. If he does reverse aether, you have to dodge the initial hit first or just punish his onstage landing. Ike is aware of this, so he will use quick draw more often than not, which is a lot more annoying for puff to deal with. While Ike is spinning, aether is much more vulnerable from above in this game than in Brawl. I haven't tried it yet, but even Jigglypuff dair may have a chance of hitting it.I got 9th out of 51 with Puff only at a central Florida tournament recently. Also got 3rd in teams, barely lost in losers finals <<. I was the only Puff main there, Hungrybox didn't show up and the only other player that plays Puff lives in Miami.
I lost to 2nd twice, Ryo's Ike. I don't know the matchup too well and don't know if I was just outplayed or its hard for Puff. It was so hard to gimp him because side b sends Ike so far and fast and his up b/aether has super armor. How does Jiggs combat Aether? I know it should be vunerable at some point. Also you really can't afford to have any habits shown vs a good Ike with Puff. Ryo was able to punish me with moves like fsmash or dsmash because he just knew where I was going to go.
Quick draw is weak against air dodges and diagonal approaches. Jiggs doesn't have much of the latter, so you just have to approach the quickdraw quickly and air dodge, since even if Ike releases it early, Jiggs is one of the few characters with enough air speed to possibly punish if Ike QD's high to the other side of the stage if the stage has no platforms.
Other than that, similar to DK, Ike is probably going to take a hit or 2 and return if you can't get a nice fair wall or nair on him.
Ike was a lot easier to deal with onstage in Brawl since you could just air dodge maneuver around him before or shield grab a lot more easily, but it's still quite a good situation offstage. The key punishment you look for is to go aggro whenever Ike uses his double jump. He's going to want to fast fall or throw something out quickly to avoid being caught. Definitely play for gimps and hardcore offstage play, because the % to kill game is going to be uphill when you can get killed from a read or random aerial/tilt.
Without the old air dodge and grab range, I'm having a difficult time acclimating my playstyle with Jigglypuff to the new game. Dash grab also feels a lot different than it used to. It just feels like I'm working harder to get wins.