Ike vs DK
Its the power powerhouse verse the speed powerhouse. This is a match up I have experienced heavily, so I will say what I believe about it.
Ike Pros:
More Priority
Longer aerial range
Jab is faster than DK
Counter against DK's punch/fsmash
Easier target to hit (Shield pokes and bigger target)
DK's Pros
Longer ground range (down B has the longest ground range in the game)
Up B and DK Punch have reliable SAFs that can be abused
Sakurai Combo is ridiculous
WoP Bair
Faster.. in everything aspect [running, aerial mobility, walking]
Good Grab game
Even aspects:
Both have easy to gimp recoveries
Spikes
High KO Power
Now the list looks fairly even, however that faster pro DK has is pretty big pro.
Now I've said in previous match up discussions that Ike's range makes up for his speed. In this match up, however, DK has more speed, better ground range, and COMPARABLE KO POWER. DDD, Bowser, Ganondarf, none of them compare to DK's speed/power ratios and those ratios take a toll on Ike. And DK is the heaviest overall character... so he lives forever. (Fsmash kills by 80% though) (It's like fighting Snake who traded his projectiles for an air game)
DK's ground range is so good that his fsmash will punish Ike's front side of usmash. So you must ALWAYS hit with the BACKSIDE of usmash.
Jab cancels work wonders on DK, hitting him with 3-5 series of jabs. Finishing with dtilt of the edge is effective. In fact, JAB IS IKE'S SAVING GRACE IN THIS MATCH UP (Or well, in brawl). It cancels out all of DK's tilts and Up B and is faster than any move DK has. In fact, work on canceling DK's ftilt with your jab then quickly follow up with more jabs and jab cancels (make sure you do two jabs so you move forward) [just don't get grabbed then]
DK has an amazing grab game. His cargo toss lets him carry you, gives him 4 new throw options, and lets him throw people into/under stages. Be careful they might dthrow then mind game a fair on you. Learn to tech as well... and button mash... I recommend diagonal c-stick motions.
When it comes to priority, our sword will go thru DK's attacks since he is extending his hurtbox to attack us. This is why spacing is CRUCIAL cause our aerials will always go thru his. [Grounds moves apparently do not follow this and have the 10% rule]
DK's dtilt is fast. he can do it twice and if he trips you, which is a high chance of, he'll follow up with a down B. Boom 40% on you.
DK will use his Up B and B for their SAFs. His grounded Up B will do around 20% if all the hits hit you. Your jab will cancel it, your ftilt will go through it. If he is in a grounded Up B, he can't go backwards. Oh and aerial Up B has invincibility frames during 4-6.
The Sakurai Combo is just... stupid. DK uses side B and puts you in the ground then DK punches you. A 9 punch will kill you by 60%... so don't fall for it.. his Side B eats shields as well.
Don't challenge DK's usmash, your dair won't win.
DK has a great dsmash, but its unsafe on block. Utilt/ftilt him on block. Fsmash if you are good enough to PS and react right away. THERE ARE SIX FRAMES TO INITIATE FSMASH
About aerials, both of their bairs are 7 frames start the hitbox. DK's ,however, lasts for 9 frames (first 3 are the strong hit) while ours last for 2. Their bair is longer and ends faster so theirs is better. His Bair can WoP, and its a great approach. DK's love to use bair, learn to effectively fight against it. Out fair outranges it. Try to aim for his foot during his bair when you expect it coming.
Ike's fair is faster than DK's fair so DK can't attack in front of him in the air unless its his punch so if you think he'll use its SAF to eat your fair whip out counter. Ike's uair is amazing at shield poking the upper area of DK's shield and eating his ADs since he is so big. Last thing to note, is DK's uair is good at juggling and fast, however your dair goes thru his head.
Both Ike and DK have easy to gimp recoveries. DK can fsmash/tilt Ike out of his recovery so you have to keep Aether's apex above DK's fsmash hitbox. I'd say QD mind games if he is expecting aether.
DK's recovery is asking for a spike. One aetherspike and DK is DEAD, his Up B is worthless in canceling meteors. Dair or dtilt work as well. Best thing to do is to grab the ledge, and bair him if he tries to uses his Up B to knock you off the ledge or reverse aether if he tries to go above you. Now when DK uses his Up B onto the stage, there is a small area where he'll get a lagless landing. If he gets his lag landing, you have enough time to ftilt him. If his Up B touches the ground, it will turn into a ground Up B.
I recommend RC as a good counterpick. He only has bair and uair then and loses his magnificent ground game. Or Yoshi's Island so he can't throw you under the stage.
Stay the hell away from Japes.
tl;dr
45/55 DK's favor