False. MKB does not prevent miss chance up hills.
I've never heard "Creep blocking" called "Creep walking." The safelane almost never creep blocks. The long lane can block if it wants. Mid does minimal blocking. The reason being, you don't necessarily want the creep at your tower so quickly, making your level 1 damage last hitting difficult, and pushing the lane out early. You want the creep either just outside tower range, or well within tower range after a creep pull where no allied creep will come back out to push the lane.
A better way to explain is with positions. There are 5 positions in dota:
Position 1: Hard Carry
Position 2: Mid
Position 3: Offlane
Position 4: Roaming Support/Jungler
Position 5: Babysitter
Even in pubs with a 2-1-2 setup, you want to fill these positions. This is why it is fucking infuriating when you have a QoP, a Weaver, and a FV (QoP as position 2, Weaver as Position 3, and FV as position 1) and someone picks Clinkz. Not every hero can fill every position. Positions 1 and 5 will always lane together, and Position 5 can roam with 4 any time there is a break. Position 4 is also in charge of pulling the lane (if in the jungle, because in a 2-1-2 position 4 will be hardlaning with position 3) and harassing the enemy mid when the opportunity presents itself.
And now a brief note about trilanes and why they work and why they don't:
In a typical 2-1-2 setup vs. a 2-1-2 setup, you stand an even chance of winning any of those lanes. You might win 1 of them, you might win 2, you might win none. The trilane trades the CHANCE that you will win 2 given lanes for the GUARANTEE (when executed properly) that you win 1. Trilanes are very effective when the two supports (on Positions 4 and 5) know what they are doing and the Position 1 can last hit with 90% efficiency (4 CS a minute minimum). If you look at your creep kills at 30 minutes and you only have 90 in a trilane, you've shot your team in the foot by dedicating a lot of resources for piss poor farm.
The reason trilanes don't wory often in pubs is because 1) inefficiency in playstyle of the pilot of Position 1, 2) inability of either or both of Positions 4 and 5 to understand they need to be hidden and out of the lane (pulling, zoning the enemy heroes, warding, rune-whoring, creep blocking, stacking, and ganking) as much as possible but close enough to save/harass/kill the enemy offlaner(s), 3) poor picking/drafting into heroes that do not belong in a trilane or do not synergize well, and finally 4) positions 4 and 5 think they need farm to function.
2-1-2 will teach a lot of good fundamentals and it's a good idea to stick to this idea unless you are a 4 or 5 stack. The reason why you should never try this as a 3 stack is because it means that you are assigning some guy you don't know to hardlane (or safelane in the case of the much more exciting offensive trilane) against a minimum of 2 people. You don't know that guy. Assume he does not know how to solo offlane. This is also good advice against instalocking some jungling hero. You don't know that the benefit of you jungling (and in pubs, it's minimal) will outweigh someone being down an ally in his lane.
Anyway--
no, MKB does not prevent misses uphill.
For fun, here is an abbreviated list of great heroes and for what positions:
Position 1: Faceless Void, Anti-mage, Specter
Position 2: QoP, Puck, Shadowfiend (nyx in Pubs plays position 2)
Position 3: Weaver, Lone Druid, Nature's Prophet (if you're good with treants), Bounty Hunter, Windrunner
Position 4: Literally any support with a disable. Lina, Shadow Demon, Leshrac, Rubick, Veno etc. Nyx in pro games is played as a position 4 typically, and somewhat rarely as position 1.
Position 5: A support that also needs a good disable or a good skillset. Lion, Ancient Apparition, Rubick, SD, etc.
A lot of softer carries can be played as position 1. Juggernaut, Naga, etc. when your team can compliment their play. Some heroes have some flexibility. 4 and 5 positions have a lot of overlap. AA can be played mid or position 4 or 5 (more likely 5). QoP can offlane, Clinkz can too. You'll also note that SF is a carry but is most often played position 2--and a pick like this means there is less pressure on position 1 to farm as hard or be as hard of a carry (Kunkka or tiny are picked as position 1s if the mid is a stronger DPS presence, or if the offlaner is LD or Weaver).