I got you.
If you're seriously considering mastering MM you have to first understand this characters strengths and weaknesses.
MM's strengths
has a versatile assortment of projectiles,
good KO power on quite a few of his moves,
is a heavy character and therefor pretty hard to kill (outside his recovery flaw),
great recovery game (again outside his recovery flaw),
decent combo ability (although not as great as the majority of the cast),
good roll/dodge, can easily reflect projectiles (and Naruto clones lying on the ground but you didn't hear it for me),
decent edgeguarding game,
good anti-air game,
and good anti-camp game.
MM's weaknesses
he is fairly slow compared to the rest of the cast in both mobility and attack speed (as you will see for yourself)
he is very susceptible to combos,
have somewhat awkward kill moves,
moves that are either easy to "beat to the punch" or fairly punishable,
weak against heavy pressure put on by opponents,
easy to juggle,
basically defenseless during his recovery,
and, of coarse, the "one hit death sentence" flaw in his recovery.
MM has some terrible match ups against opponents who are fast in mobility and/or attack, are combo machines,and has insane priority in their attacks. Some of the other characters that MM has notable trouble against are Fox, ZSS, MK, Tails, Ness, Sora, and Sonic. Although, oddly enough, he doesn't have too hard of a time against Marth's, CF's, or Pikachu's.
As for actual play style, I would say that he is more geared towards a reactive style of fighting and that when approaching, approach with caution. Whenever a match first starts, it is in your best interest to pick the weapon that you want to use for the majority of the match against an opponent. Although if you don't it's not the end of the world and it is fairly easy to switch weapons in the middle of the match but it's still in your best interest to get it from the get go. Also, while pick make sure you get the right weapon for the every opponent, cause what might be super effective on one may not be for another. I also find myself using almost every move MM has to offer, except f-throw and d-tilt, as it is important to switch up your game/moves every once in a while, even during matches. MM also requires a
lot of reading with his kill moves and smash attacks. MM has a good dodging system
use it. Finally, one way to avoid dying for the flaw in MM's recovery is to stall for a second to throw off opponents game, although this is by no means a guarantee.
Mega Buster - I rarely use this move but it can be a good edgeguard option and a good move to discourage camping.
Crash Bomb - I rarely use this either, but for the completely different reason of honor. Although I will use this at times to beat very skilled players playing OP characters.
Rock Throw - One of the two main weapons I use. It's good for shutting down some air approaches, spacing and very close range, anti-edgeguard, and extending combo's.
Rolling Cutter - My other weapon of choice. It's good for setting up combo's, anti-camping, priority over weaker projectiles (such as Link's boomerang and Pika's thunder jolts), anti-ground, close range, and aniti-edgeguard
Black Hole - Not too practical but I use it to mess with people. Good trapping tool but requires a lot of reading.
Side Spec - Good for easily reflecting projectiles (and clone mines) and as a quick gimp move.
Up Spec - Obviously recovering, although remember to watch for the the "one hit death sentence" a real killer
Down Spec - Switching weapons and stalling in the air.
N combo - "Get back" move, a quick move to do
Dash attack - Good combo starter, good approach ( although it can be easy to get hit out of)
F tilt - Decent kill move, a "get back" move, stops some approaches and recoveries, and somewhat of a combo breaker
U tilt - Kill move or juggle
D tilt - Not really viable and I only use this by accident wen trying to do D smash.
F smash - Good for edgeguarding, practical if you can read opponents movements into it but not to practical
U smash - Trapping move, requires excellent reading but can be used in combo's, kill move
D smash - MM's best kill move but is awkward, also requires reading, good edgeguarding tool
N Air - Good for combo's, not the best approach as it can be easy for opponents to hit you out of, juggling, follow up to F air
F Air - Better approach option, trapping, good for combo's, can start combo's, good edgeguarding tool
D Air - Stalling, recovery
B Air - Great kill move but is awkward, Great edgeguarding tool, helps with perfectly timing edgehogging, hell of a gimp move
U Air - Great anti-air, litter the skies with projectiles, good kill move when not split up, juggle, can be worked into with some throws and combo's
F throw - Not bad but not good either
D Throw - Good for setting up combo's and can be comboed into
U Throw - Good for setting up combo's, can set up kill moves with some reading
B Throw - Better version of F throw and great for setting up edgeguards
This is all I can think of right now, if you have any more questions feel free to ask.
