That connection was extra laggy for you? Or do you mean wifi lag in general? Because that connection was actually pretty good on my end relatively speaking. I can't say I had too many technical errors. But then again, I'm not a buffering master like you. All the same I was happy I could play a decent neutral game for once. I think you would have 2 stocked me every game had I not had the GYK Ike practice though.
Speaking of bananas, unless I'm mistaken did you SDI on them on hit? I saw something really strange once. It looked like a banana hit you on the ground but you didn't trip, you sort of just took the hitstun. I've never seen that happen before.
Edit:
Yeah I feel people let Ike recover for free way too much. He doesn't have the worst recovery but it's fairly exploitable. Even when he's on the ledge I know certain moves can go straight through the up B below the stage tactic if you time them just right. That's why I was kind of experimenting to see what would work. I knew the surprise fall off stage spike dair would work though lol, I've done that countless times. Sure it can be teched but wifi+probably not being ready to react means it gets even great Ike players from time to time.
Not laggy much at all, no; I just have an overall issue with input delay when it comes to applying that with my reaction time. Makes me mistime my buffers and shields pretty often, which makes me play really weird up close sometimes. When I notice that I've gotten a wrong input/mistimed buffer, I try to roll with it and make the most out of the error, rather than panicking and going completely defensive with shields and dodges. Doesn't usually work in my favor, but I'd rather get punished for it than getting predictable with how I react to wifi's obvious misinterpretation of my inputs.
For Diddy's bananas, perhaps it was because I went aerial just before they hit most of the time? I don't believe getting hit by a banana on the ground does anything more or less than trip you and do some damage.
Yeah, I'm really surprised I didn't get any techs off of the d-air stage spike. I most certainly went for it, but never got anything. I'm normally very consistent with my techs, even on wifi. If I'm stalling on the ledge, I'm always ready to tech an attempted stage spike. Shuttle loop cuts through Aether pretty plain and simple, and can be done reliably out of shield. Dsmash gets him if he goes too low, I think u-air and n-air can deal with it if he goes too high, and shuttle loop can pretty much punish it regardless, if you time it right.
Anywho, I'll try to give some useful advice.
Firstly, I'd say don't go for tornado so much against Ike. Not just because he has disjoints to punish it (especially usmash and f-air), but if it gets read, he can fsmash it, which, combined with the 20% knockback increase for MK getting hit out of nado, can potentially kill at around 60-70%. Depends on where you are on what stage. Using shuttle loop as an attempt to counter punishes got really predictable. I waited it out on that last game after your fsmash charge and landed an easy hyphen smash. In my opinion, MK's tilts really control Ike in the matchup. You could camp with f-air and use f-tilt/d-tilt when you land to keep Ike at bay. If he's close enough, shuttle loop would work too. Speaking of, you should cancel shuttle loop just as often (if not more often) than you go into glide (presumably to glide attack). It's not punishable by Ike unless he's facing away from MK, where he can potentially b-air you regardless. To cancel it, as soon as you take off, just press B and mash down, the latter a very small bit later than the former. MK will fastfall immediately afterwards and land with no lag, free to use any input. I like to use a tilt or a grab afterward, sometimes even another shuttle loop. Whatever suits my fancy in the situation.
I also saw one time where I grab released you, and you immediately went into shield, where I almost got a regrab. Ike just has dash attack guaranteed out of an air release on a flat stage. There's just about no use trying to even shield or dodge it against an Ike that seems to have half a wit, because it's pretty hard for any competent Ike to actually mistime it or mess of the input. iDA is pretty much second nature to us. You're better off preparing your SDI + DI if you're at kill percents and about to be hit off the ledge/towards the closest blast zone, or if it's a release onto the stage, you can just hold up so there's not as big a risk of you being put into a relatively poor position (on the ledge against Ike). If Ike ever messes anything up on the air release, you'll know before you even touch the ground. In this instance, shielding isn't a bad idea, but if Ike is dashing towards you, it's likely not because he's trying to dash attack you. Just be aware of that if an Ike is ever merciful enough to not go for iDA after the air release.
Also, you seemed to really like ledgehop airdodging, especially with Diddy. You can switch your ledge options up to recover with more... safeness. If I'm charging a smash, ledge stall then feel free to recover from the ledge, with almost any option. When you're at 100%+, ledge hopping, stalling, and ledge jumping become the most reliable options on the ledge, for most characters, all of the other options are much riskier because of how observably slow they are. Ledge attacking and ledge rolling are probably the worst at these percentages. Safest thing you can do is watch what your opponent is doing onstage. If they're distanced ideally to punish your ledge options, the biggest factor is patience. I think it's safe to stall the ledge with most characters while the opponent is at the ideal distance, unless the opponent is Sonic or Meta Knight, or a character quick enough to counter most ledge stall attempts with an aerial after running offstage. From my experience, whittling down on the opponent's patience then going for my ledge recovery is almost always better than immediately going for ledge recovery. Varies with the character, of course.
Your Snake could've cooked more nades rather than throwing them and giving me an opportunity to throw them back and use them for counter-pressure. Also use your f-tilt even more tentatively than Marth's dancing blade. You should be able to recognize when you hit a shield with f-tilt. People tend to dodge after this hit strikes their shield, so it's better to not be so reckless with it. Jab is a faster option than f-tilt again if your second hit whiffs or hits a shield, and it can be canceled into shield just as fast (if not faster) if the opponent goes aerial after f-tilt 2 hits their shield. Almost whenever you airdodge with Snake, make sure to fastfall it. It's a lot harder to punish because Snake has a pretty quick fastfall, and the sooner he can make it to the ground to get his shield up or pull a nade, the better. Be less predictable in the air, as well. If you're high enough above the stage, you can b-reverse with C4 before you b-reverse a nade pull to get a really effective double momentum switch. The initial C4 can also get you started on turning the stage into your playground while you're in the air. I don't believe I ever saw you go for aerials while you were falling from above, either. N-air is rather good if you can manage to start it early enough to have it auto-cancel following the last hit, which can be followed up with jab, f-tilt, u-tilt, nades, or a grab. Almost never use dash attack unless you're going to cancel it into a usmash, as it does have considerable ending lag. He does go into crouch, so it's harder to punish for some characters, but I believe it's almost always better to just cancel it into usmash after the dash attack hitbox comes out.
Unless you are confident in your SDI and/or tech ability, I'd say never go for a simple Cypher recovery beside the stage while Ike is near the ledge. You're going to get d-tilted, and if need be, promptly spiked again with d-air. How do you avoid this? Cancel Cypher a little before you reach stage level with a b-reverse C4 (to avoid having it plant on the side of the stage, depending on how close you are), detonate, SDI and DI up. You should go right alongside the nearest blast line (but not offscreen), and you should be out of the range for most of Ike's punishment options, unless he is willing to die trying to take you out. If your damage is too high for you to survive the self-C4 with DI alone, go for a stage tech jump -> b-reverse nade pull. Usually happens so quickly that most people don't see it coming or expect something else. You should be onstage after that, unless the opponent times a godly punish to smack you out of the knockback.
Hope this helps. I may get a tad too zealous when it comes to handing out advice sometimes.