MMH has zero threats outside of pretty close that hit low, so always block high. His zoning is really slow for the most part, so staff zoning does pretty well, but getting in his face is a good idea. He struggles to get people off of him without trait, and his normals are slower than yours. Once he starts teleporting react with mb3 or just solid reads after he teleports. See if he backdashes/swings/blocks, and react with whatever beats that option. Never, ever respect non MB'd orbs in neutral game. If he does that, just dash past them in escrima or keep zoning in staff. Non mb'd orbs are only good if you decide to respect them.
He has standing lows/overheads, so block low until you see his super slow overhead come out. Don't let him do 22b3 against you, that string is plus but the b3 part you can interrupt for free. If you get in on him, you can run pressure like normal, but watch for his bf3 on his wakeup. The vertical hitbox on it is really tough for NW to deal with, so unless you can cross him up early it will hit you on wakeup. The rest of his wakeups are very punishable/can be interrupted on startup. Martian has trouble with people up close, like I mentioned, so play patient on his wakeup, or blow it up with mb f/b3.
That's pretty much my basic gameplan, and I've been playing MMH as a secondary a bunch this week. There you go <3