sigh . . .
It's this kind of illusion that is what makes MK so dominant.
People seem to complete ignore the fact that Smashville is probably MK's best neutral. Every is quick to look and say "Oh, the stage is not too big, but not too small. The edges are perfect, nice slopes, and the platform doesn't really help anyone." This is all true stuff, that makes Smashville a nice stage sometime. But you all forget to analyze the intriacies of the stage that make MK super safe here.
Many of you don't seem to comprehend two major points. A) The platform moves. B) The platform comes to a resting spot when it's not over the stage.
A moving platform means that juggle traps are nearly impossible to execute. The platform is just high enough so that a lot of normal platform pressure won't work. when coupled with moving, it basically says to an airborne opponent, "Trying to land? Use ME!"
Secondly. The platform moves away from the stage. Ordinarily, platforms are stationary, and you can attack people from below when they're on platforms, punishing them, and limiting their options. Platform pressure applies. However, with this platform, you cannot readily reach you opponent.
Now, when you couple these elements together, the character in the game who can easiest take advantage of this is obviously MK. Some characters (like Marth) can actually edge-guard MK extremely well. Not on Smashville though. He's on an edge? All he has to so is stall until the platform comes swooping in to save him, because he can easy fly, or use a ground canceled Shuttle Loop to land on it, and punishing becomes extremely difficult to prevent. Furthermore, being able to fly AND land on an overhead moving platform, means you never really have to engage your opponent. While it's true that air camping on Battlefield's top platform is a relevant strategy, characters with good Uairs can definitely combat it, and you can punish MK when he has to land. This is not the case on Smashville.
To close up, I'd like to bring into discussion the most hated move in the game: Mach Tornado. See, ordinarily, one could use Mach Tornado, but if it's shielded, MK can be punished. Ohoho my friends, not on Smashville. MK goes to tornado but his opponent blocks. "****, oh wait, I'll just whirl my way onto that moving platform that will put me completely out of range for any punishment. Even when I'm completely open, the platform will just move me out of danger."
Yeah, that's totally awesome, Tornado becomes safe on block.
So my friends, I implore you. You want to beat MK's in the first round? Of course, you have to, because MK should ALWAYS win his counterpick. Then strike Smashville as a neutral. FD is good to fight him. You have a lot of room, and MK doesn't like that, since it hinders the amount of pressure he can apply, unlike on Smashville where he can easily corner you, and he can always punish someone landing on the platform (and net really early K.O.s with Shuttle Loop). He's pretty good on Battlefield, so only go here if you're completely confident on BF like I am. Lylat is okay, since MK really doesn't benefit from platform canceling like a lot of characters do. It's similar to Battlefield, but tends to sometime mess up the recoveries of players, so think about it. Yoshi's is very character dependent, because the edge game here is so much different.
You just probably want to stay away from Smashville. Oh, and MK's that aren't shooting for Smashville, you're doing it wrong. Of course, stages with floors that you can pass through are better for your counter-pick, but for your neutral, learn to play this stage, and you've got a winning ticket.