Doomsday is 5-5 imo and could be in mmh favor down the road a lot of people don't know this, but if you wake up with close mb orb when doomsday does the wakeup reversal shit in the corner it comes out in front of you and will atleast give you free pressure if he doesn't mb b3
I like to turtle just outside shoulder range and mb b3 it on whiff, you have to sniff out his wakeups on knockdown and punish. Once you force him to respect the fact you can whiff punish his shoulder you have to randomly get into footsies range so he can't get armor out
Also the posting mb shoulder guessing game is in your favor, backdash counters jumps and at certain spacings down 1, if he reads your backdash his punishment options are dash forward or shoulder into mb, both these options are stuffed by down 1, shoulder on read, and dash forward on anticipation
also a lot of people respect doomsday WAY too much after a earth shaker on knockdown, he's only at frame advantage if he dashes forward and does D1 which is the easiest string to block earth shaker after, you can poke him if he does sweep or naked earth shaker, you just have to be wary of jumps, I am just saying he can be disrespected on occasion
bane is slightly in mmh''s favor in my opinion: you can force bane to go level 3 if you aren't afraid to spend a bar by placing a mb orb in front of him and shooting pillars, mb3 beats almost anything in the matchup (outside of mb b3) bane can actually be zoned when he's not in level 3 and orb placements aren't going to hurt, other than tha tyou can pick and pop, force them to try and make a read with charge a jump over that shit on reactioon
if you mix in teleport to your wake up game you can force him to guess on the timings and make him 2nd guess command grabbing, mmh gets off the ground better than about 80% of the cast in my opinion vs bane, ALSO a lot of players let bane dash forward way too much, i like to anticipate it by dashing forward on occasion myself... basically you block well, punish his shoryuken, check him with the occasionaly teleport on wakeup to blow up command grabs the risk reward is somewhat in your favor. then you have to rush him down during debuff, mb orbs can get you in for free
basically run away and be a dick, and try to force them to counter this and counter that strategy, hopefully you have good defense and can beat him in a war of attrition
STAGES are huge in that matchup
lex luthor you have to shut down trait with zoning that matchup needs to be explored more on my part but im convinced you can frustrate him with an extremely thoughtful zoning strategy with orbs
flash you have to turtle and out footsie, flash has a hard time playing footsies, dealing with jump aways and can't really cross you up with jump ins could be bad
shazam is not 5-5 in my opinion, its 6-4 mmh: if you turtle and bait and punish his moves ( teleport back 2 torpedo, forward dashes) he has an awful time getting in. you have to control spots on the screen with orbs and pillars (orb pillar orb pillar), force him to have to move backwards but anticipating his forward options with zoning moves because he can't zone you (not mb orbs they are only useful in pressure. his headbutt and teleport can be punished by down 1 or a well time standing 2 (on the teleport), and from long range by pillars or mb pillar
if you play relatively perfect shazam can't beat you, if you make mistakes thats when the matchup feels even because shazam is a douchebag on knockdown