The link to Bang's first match is broken, by the way >.>. Just as a suggestion for the structure of the OP, you should make it so that the name of the critic is the link to the critique by putting the name of the critique between the "url=as;lkjslfkjs" and "/url" (open/closed quotation marks = open/closed brackets) to save some space.
1st match (vs. Bionic's Ganondorf):
0:06 - QD as an attack has its uses, but not at 0%; it's massive cool-down time and minuscule knockback+hitstun will get you punished quite badly, even if you hit with it. At that range and %, it would've been better for you to go for the jab or grab.
0:10 - When using FAir, you want to abuse it's massive hitbox as much as possible by hitting your opponent with the tip of the sword; you don't have to (and shouldn't) jump into your opponent to score a hit.
0:15 - Again, QD is a bad attack to just throw out a low %s. It would've been better to go for the FAir or maybe NAir.
0:16 - As a general rule of thumb, you want to shut out your opponents with Ike's range while keeping them within range of your own attacks (spacing). Rather than moving into your opponent with NAir, you should've moved back from them. This would've put you in the position to follow-up the NAir with a short-hopped BAir.
0:20 - Counter worked the first time, but he was too far to hit with any aerial attacks; at that distance, the only moves he would be able to use are probably his down+B (which is weak) or side+B. Side+B, his best option in that scenario, cannot be Counter'd.
0:23 - Your spacing on the FAir wasn't too good; you should short-hop the FAir and try to hit your opponent with the tip of your attack.
0:25 - QD worked this time, but you're lucky that your opponent didn't just shield and punish you. You should only use it in a safe opportunity where your opponent cannot punish you and if you have no better options.
0:26 + 0:28 - There we go; this is where you should be hitting your FAirs.
0:32 - Nice use of QD; rather than connecting with it, you used it to get around and BAir him.
0:37 - DTilt in general is not a good edgeguarding move; you should've just edgehogged him rather than go for the spike, since they'll just auto-sweetspot. You could've also tried a walk-off DAir, but it would've been overkill and riskier than the edgehog.
0:40 - Rather than just staying on the edge, you should've tried to punish your opponent during his landing lag; Aether, FAir, DAir, or NAir would've been great options.
0:41 - Why did you FAir when your opponent was below and behind you? If it was a messed up edgehop, then that's understandable, but you should've done it earlier.
0:48 - Rather than QD, you should've abused your invinicbility frames and try running up with an USmash or using a dash attack.
0:50 - Instead of going fancy with the BAir, it would've been easier to just punish him with an USmash, which has a considerably bigger hitbox.
0:52 - You shouldn't have BAir'd when your opponent rolled away from you, nor should you have drifted towards your opponent when you saw that you missed.
1:02 - Why did you Counter after your opponent attacked?
1:05 - Instead of FAir'ing when your opponent was right next to you, you should've tried to go for the NAir, which can also set up for other attacks at that low %.
1:07 - Again, you should use QD.
1:09 - If you want to hit an opponent on the ground, you should short-hop FAir rather than use it from a double-jump.
1:11 - At that %, it would've been better to try and rack up damage with jabs instead of an FTilt.
1:13 - Rather than using DAir, which has very limited horizontal range, you should used an USmash to cover most of his options with its enormous hitbox.
1:15 - At close range, it's much better to jab than to FTilt.
1:20 - It was risky to Aether at that distance from the stage and right after he had grabbed onto the edge; don't be tempted into hitting auto-sweetspoters with Aether, wait for their invincibility to end before using Aether.
1:23 - QD worked, but short-hopping a FAir would've been a better option.
1:26 - You landed a NAir, but you should've tried to follow up from it earlier than waiting for a bit.
1:27 - Try not to drift towards opponents when you miss an attack.
1:30 - At that distance, he was too far to hit you with any aerial except maybe FAir; Counter was a bad choice, especially since you used it after he charged the FSmash (which had no way of hitting you).
1:31 - You weren't punished for it, but you shouldn't have moved towards your opponent after you missed the BAir.
1:32 - You shouldn't finish the jab combo when your second hit doesn't connect and when your opponent is behind you; you should've gone for the turn-around jab or grab.
1:35 - You probably should've gone for the grab or jab at that distance, rather than running for a bit.
1:37 - Counter would've worked if he UAir'd, but in general you're using it too much; a smarter opponent would've waited for you to Counter, then nail you with a Smash attack.
1:40 - You could've punished him with a FAir instead of just standing there. Shielding doesn't block the side+B, either.
1:42 - When your opponent is directly on top of you, you should just shield; even if he doesn't hit your shield, you can just grab him.
1:50 - Nice DAir spike.
1:55 - At 0%, you should be focusing on racking up damage; NAir is better for that than FAir, since it sets up nicely for a jab or grab.
1:57 - Your opponent didn't punish for it, but you shouldn't have moved into him after the BAir.
2:00 - Why QD? It would've sent your opponent up and you were close enough to just run to the edge.
General comments: You should work on your spacing more, focusing on hitting your opponent with the tip of your attacks. You should also use QD and Counter much less, since both moves are easily punishable and not very good anyway. You should use jabs MUCH more; it's Ike's fastest move, racks up some easy damage, and sets up for grabs and even BAirs. Be sure to use more jab cancels (press down after a single jab) to be able to follow up with other attacks. You should also use more grabs; DThrow puts people in the air and sets up for ground stalking while BThrow -> dash attack can combo.