Uh...I'm just gonna ahead and disagree with what that guy said
Against MK, the basics are to outspace him on the ground with dsmash, and punish him with uair for being above you. Don't charge dsmash when he's above you dair camping because he can just nado you and hit you from above, and if you're charging dsmash against a grounded MK, space it well and don't charge it for too long or else he'll go over and nado you or fair you or something. For the same reason, don't overuse grounded lasers and sideBs. And don't approach with sh sideB.
Only challenge glide attack with fair, uair, and usmash, depending on the angle. Or clank with it with jab. Other than that, avoid it or shield it.
Your uair beats MK's dair, so MKs who dair camp a lot should be getting punished. If the MK is dair camping/jumping well enough for you to not reach him with uair, you have to read the jump and uair him.
Stick to safe edgeguards like dsmashing at the ledge, or throwing out sideBs and retreating back to the stage immediately after. Be wise with your recovery; don't use your 2nd jump or downB until you absolutely have to, and abuse your long tether range. When you get to the ledge, if MK is in a position to shuttle loop you, just get up roll immediately. Oh, and when you're dsmashing an MK at the ledge, they'll eventually try to go around and nado over; you counteract this with sideB, but you have to be ready for him to go around.
MK beats us on the ground because his tilts are huge and fast and safe on our shield, and the only moves we have that our bigger than his tilts are dsmash, sideb, laser and grab; all of these are slow, and all but dsmash are very easily punished if you miss, so MK has the advantage here. You want to avoid MK's tilt/grab range.
MK wins in all situations except for when he's offstage/at the ledge and we're on stage, or when he's above us.
If you shield nado, angle your shield up and shield the whole thing. If he finishes nado close to you, drop your shield and punish with a tilt, or shieldgrab him if he lands too far in front of you.
Against Falco, you avoid lasers with crawling, walking powershields, sh airdodges + weaving, etc. The key to this MU is to learn to avoid being zoned out by lasers, but also being able to avoid Falco's strong ground options with good movement and spacing rather than shielding. Again, get Falco above you and juggle him. Bait out dairs and punish, and punish airdodges like you do in every MU. If Falco ever successfully edgeguards you, you're messing up your recovery. If Falco phantasms to the ledge, you can dsmash him during phantasm and then footstool him, and if he doesn't have his 2nd jump, he dies if you grab the edge. If he's gonna phantasm onstage, jump over and bair him.
Falco's close range game is much better than ours because of his jab and grab, so you have to get creative when you get close to him. Dance around his shield and bait out spotdodges/rolls and punish them.