MMH seems to be a very set up heavy character with his orbs, but he does not have any strings that grants hard knock down and can be canceled. Phase charge gives you huge advantage on knock down though, and it's a hard knock down, so it is the go to ender if you want to put pressure on your opponent.
If you do this combo for example: j2, 22 xx db1 MB, b3[4], j3, j3 xx db3, f12 xx bf2
You get 46% damage and you can throw a far reaching orb (df1 - hold forward). The opponent will not get hit meaty by this orb, but if they jump they will get hit by the explosion. You actually get enough time on this set up to dash up after throwing the fireball and apply pressure or block the opponent's wake up attack (even superman's super). This leaves you with a ton of options, as you can force your opponent to block the orb which gives you an advantage of +35 on block.
You can also catch backdashes if you throw a MB orb instead, or by doing a phase charger/far pillar.
PS: Even f2d3 is safe on block because of the spacing if you do it after throwing the orb, and you can combo from it if it hits.
As @
BurdManJR270 mentioned, if you want to spend a bar of meter to make your set up even sicker, MB Phase Charge gives you a lot of time to set up a meaty orb and cross up with a jump or an air dash.
Here is some footage of Arturo using this tech to good effect (He doesn't have any real mix ups after the set up, but at least it shows the set up in use):
16:43 in this video