Marth would generally be the bigger favorite in the fight except for a few minor tricks in Ike's favor.
1. Ike's movement range moves (Quick Draw, Aether, Jabcombo) and his D-Tilt. Ike has 3 moves that will fill the gap when Marth attempts to approach. His Jabs are fast enough to work as a spacer if Marth gets in close enough, and Jab canceling is made for Ike. Using this Marth will have to work hard on approaching without getting a faceful of Ragnell.
2. Good ol' brute force and Ike's shocking 'not sucking at recovery as much as Marth'. Marth is really light, Ike is fairly heavy. Marth hits Ike, it'll hurt. Ike hits Marth AWAY HE GOES. Tag in that Marth's recovery has been recently and certain stages his Dolphin will put him UNDER the ledge and not next to it, Marth has troubles being sent off the sides faster.
3. Super Armor Frames. Ike has these in one specific move that if timed properly will lead to HEAVY punishment on Marth every time: Eruption. Eruption, while not physically ranged enough, does have this major obnoxious aspect of SAFing. Marth's tipper will still put him in Eruption range, and the Tipper won't of sent Ike anywhere.
4. Variety of Range. This is the big one when it comes to Marth's obnoxious tipper. Ragnell has a uniform power level at all points of the blade, and its set to KILL at each of these spots. Marth needs Ike to be in a much smaller area than Ike needs Marth. This leads to Ike being able to just rush, keep spaced, or do whatever he likes so long as he isn't exactly in the tipper's range.
Now, this isn't to say Ike has a cakewalk, its just that the fight isn't totally one sided to Marth like how a lot of match-ups are totally one sided to Marth. They are both high level characters when it comes to making opponents bleed, fly, and die.