Can I get a Time Lapse Critique on the matches?
Coming up soon, watching the first match now. Will edit later.
EDIT:
DarkWater (Ike) vs Hus. (Pit) 1
0:01-06 - You were probably just messing around, but it's better to spot-dodge or powershield the arrows rather than roll to avoid them. There's a 4 frame window for powershielding or something like that, so it's not as hard as it seems; it's just a matter of getting used to the timing like any other projectile.
0:09 - Instead of walking to him after the jab combo, you should've run up with a shield; usually people will try to get you away from them with a quick attack like a jab (unless they have a huge grab range like D3 or Charizard), so approaching them with a shield will cover that option and put you in a position to either drop your shield and jab or (maybe) shieldgrab.
0:14 - Yeah, you need to cut down on the rolling.
0:43 - You did a good job on predicting the airdodge, but you didn't punish for it; at the very least you could've FAir'd or UAir'd.
0:52 - Eww. Never use QD as an attack when your opponent is at that low of a %; you could've fastfall'd a BAir instead. QD should be saved for higher %s, where if you hit them they'll be knocked back far enough that they can't punish you and where you have no other option to add on some free damage.
1:01 - Whenever you Aether as an attack, either do it when you can drop down safely onto the edge or when you're certain that they can't do anything to prevent from getting hit. Your cousin likes to wait for you to approach before attacking, so you could've guessed that he wouldn't run into Aether.
1:05 - FTilt is a powerful move, but it's start-up time makes it riskier than most of Ike's other ground moves; save it for when your opponent has more damage so that there's more reward for when you get it off. I personally think a FAir (slightly retreated) would've been better there, since that distance was pretty good spacing for it.
1:10 - Rather than going for the dash grab, you should've jabbed; it's more damaging than the grab and it's faster.
1:13 - Again, less rolling and FTilt.
1:19 - Pit's FSmash is punishable, but you should use a quicker move than FSmash; FAir probably would've been the better choice, while FTilt may have worked if you did it quickly enough.
1:36 - You can follow up with dash attack after a BThrow (you can also do it out of an FThrow, but it's not a true combo and it's more easily escaped); it's best if you C-stick the dash attack rather than running and then pressing A.
1:42 - Your cousin airdodged the last time you BThrow'd him off, so you should've known he would airdodge this time as well.
You have a tendency to roll to much, and you should try predicting/punishing your opponent's airdodges better. Some easy ways to bait airdodges are to charge USmash or FSmash or to jump at your opponent with your back turned; they'll most likely expect a BAir and airdodge, allowing you to get a free BAir or DAir depending on where they are. You should also try to refrain from doing the full jab combo and learn how to jab cancel (press down after either the first or second hit of the jab combo to cut down the ending lag); jab -> jab cancel -> jab combo does about 17% and is a true combo, while jab -> jab cancel -> grab is pretty reliable depending on your opponent's DI. Jab -> jab cancel -> UTilt, jab -> jab cancel -> DSmash (not so commonly used), and jab -> jab cancel -> BAir are also possible depending on your opponent's DI.
Against a Pit who uses glide and glide attack to recover, you should play it patiently and try to knock them out with FAirs; it has good range and is much harder to avoid when you can't airdodge. You can also purposely get into their range and Counter their glide attack if they get predictable enough. Eruption, while it has a big hitbox, should not be used because they can just cancel their glide and fly above you if you try charging it. DAir is too good at punishing glides because it's easy to see coming and they can just fly above you after canceling their glide. When they're gliding towards you as an attack onstage, UTilt or retreating USmash works well to stop them.
Match 2
0:07 - You had a feel for your cousin's playstyle the match before, so you should've known that he likes to come down with airdodges rather than try and attack to cover himself. Knowing this, following him and charging an USmash would've been a good option, along with just jabbing him.
0:09 - Brawl has very little shieldstun, so you can pretty much grab after you get hit rather than waiting for his attack animation to finish.
0:17 - Nice FAirs, they were well-spaced.
0:19 - Your cousin doesn't like running in for attacking, so FTilt wasn't a good choice there.
0:28 - Again, BThrow -> dash attack is a true combo at most %s. You also should've jab -> jab cancel -> jab combo to add the extra damage rather than just jab combo; Ike can have a hard time getting a solid hit sometimes, so every bit of damage helps.
0:44 - Note how your cousin airdodged after he footstool'd you; rather than being obvious and jumping out with the spike, you could've baited the airdodge with by charging an FSmash.
0:54 - DThrow -> Aether only works at low %s and when your opponent doesn't know how to DI; it should never be used, unless you delayed the Aether knowing that your opponent will airdodge. Even so, Aether is easily DI'd out of so you'll very rarely get the full 20%+ that it can do.
0:57 - BThrow -> dash attack would've worked there.
1:33 - In terms of stalling your momentum, airdodging is better than FAir'ing if you're trying avoid a horizontal KO.
1:40 - You should be more wary when you FAir at that distance; your spacing was off, so if your cousin had shielded the FAir, you could've been punished. You could've instead FAir but drift off the stage and then Aether back.
1:43 - You almost punished the airdodge, just don't doubt yourself and release too early.
2:48 - QD is a bad option in this scenario, you should've just airdodged or side-stepped the arrows.
2:53 - If you want to protect yourself from above, UAir is a better option than Eruption despite the SAF.
2:56 - Wow, nice arrow by your cousin.
You pretty much had the same problems in this match as you did in the previous match; you used FTilt too much and you didn't jab enough. You're also grabbing too late; you can grab much sooner after an attack hits your shield because of the negligible shield stun. You should try incorporating more aerials than FAir or DAir into your game; NAir is excellent at setting up for attacks at low %s and is Ike's fastest aerial in terms of landing lag, BAir is Ike's quickest aerial and one of his most powerful attacks (you can also auto-cancel it from a short-hop if you're quick enough), and UAir is Ike's best move for punishing airdodges since the hitbox stays out so long. (It starts behind him, becomes more visible in front, then goes back behind him all with the same power. It's always out at his hands, directly over his head. Not only that, but against grounded opponents with no DI, it kills at the same % as a non-charged USmash.)
tl;dr - Use more jab cancels, predict your opponent more, use less FTilt, dash attack after BThrow, and experiment with more of Ike's aerials. Feel free to come back with more videos for critiquing.