I agree that mk above falco isn't a bad zone at all and on platforms it is actually a good zone for falco. Depending on the distance between falco and mk vertically it may be a neutral zone since one can't punish the other so easily. Also note, within f tilt or jab range 80% mk will not jump and do and a arial attack, falcos close range attacks will push him back and most. Will either downsmash or grab. In front of falco's d tilt range should be considered his bad zone falco will be pressured with tilts, fairs, dash attack, which canlead to grabs and anything that can keep falco in the air.
Above mk really varies from the distance between you and the ground. High up is a bad zone as it is for any other character (and mk's good zone). On the otherhand, in CQC, a shorthop above mk maybe a good zone for falco and a bad zone for mk.
Offstage, stage corners, high above, and below platforms and in front of falcos f tilt are mks good zones where he wants to avoid grabs, retreats, or any retaliations.
Now when one is in the air and the other is in the ground, the grounded one (between mk and falco) wilis the actual one in their good zone because they can take advantage of the other.
That's my lame*** summary you can flame me now lol