About the AI and airdodging, there are 2 ways to counter this at the top of my head. One is that there are a few attacks that last long enough such that an airdodge can't go through it completely, and I think Pikachu's backair is an example of this. The other approach is, instead of pursuing an enemy in midair, simply punish them on their landing because even if you airdodge into a land, you suffer from noticeable landing lag where you're completely vulnerable. For counter characters, go for a running grab.
Speaking of pattern recognition, the same applies for amiibo as well. The amiibo is designed to be conditioned into whatever attacks works best, so you can exploit this by going to 300% slow smash and repeatedly getting hit but what you want your amiibo to do. I was able to get a Toon Link to spam nothing but his custom sliding spin attack up until about lv 30 where his AI will randomly up-B off the stage and self-destruct (thus telling the amiibo that up-B is now bad).
For Wii U Classic 9.0, because there are many instances of free-for-alls unlike the 3DS ver, the general strategy is to basically camp and survive until a few are left such that you can pick them off with ease (since you have a 2 stock advantage).
Master Core at 9.0 is all about squeezing in little hits and priming yourself to dodge/shield whatever comes next. Master Beast for example generally rotates between all of his attacks, so the idea is that you alternate between tilts and shielding/rolling until it does its background attack where it leaves himself vulnerable and you can throw out a Smash attack. Same with Master Edges, you basically alternate between a quick aerial and dodging until it throws out his fast swipe attack, after of which you can somewhat go ham because all its other attacks have a long tell to them.
Too bad we don't have language options from Melee anymore:
https://www.youtube.com/watch?v=JGQJu5pCh_g