Zero experience there. Not legal for xanadu so never practiced. Might as well start tho
After smash laddering on lylat a bit, I'm really convinced it is in fact our best starter.
*If you shoot clay from the ledges, inwards... The clay shot is often shot super low when they hit the opponent, so even if it hits their shield, it won't bounce above it for some taller characters, and can more effectively lock them in their shields or force a roll.
*Do be aware that when the stage is leaning towards your ledge, the clay shot can slide into the floor, and stop. This can be both good and bad, as the distance the stop at and the length they stay there is pretty interesting.
*The clay shot often gets stuck on the higher platforms of tossed from the air. However, it ONLY DOES THIS WHEN DESCENDING. Near the beginning it goes through, at the end when it's slow it gets stuck. Personally I think this makes it better as the full hop toss now has a use. It locks them on the ground, and you can pull out gunmen to hopefully get them to jump. The platform HIDES the clayshot really well. The camera won't show it as it won't be in the proper angle unless someone is above the platforms.
*Whenever the stage just begins to tilt, even if it isn't in that direction, a can on the outerplatforms will slide off.
*The lower ledges when the stage is neutral gives the clay shots much more potent angles for edgeguarding.
*Harassing most characters offstage becomes more potent due to the thin stage demanding more precise recoveries. With our slow and constant trajectory changing recovery, it doesn't hurt us much. The main issue is the less forgiving range the can will start bouncing back at, as it'll get stuck under the stage.
*The platforms are all at the absolute perfect height. Unlike BF, they really compliment our game. When threatening landings, we can let the can fall on them to let us throw out a retreating aerial, then the cans higher starting point from the platform can continue the chase while we land and keep the pressure up more consistently.
There's a lot of interactions with the can and the platforms, really. They also act more efficiently as combo breakers when sitting up there. In both of my ladder matches on lylat, I converted one of their combos into my kills with a platorm can.
*Reverse bair shots happen much more often, and are also more potent with this set-up since they start higher, but the fall speed lets them be used as if bair shot from the ground too. It's also much quicker and easier to bair a can on the ledges. Just full hop > bair, instead of short hop/full hop > wait > bair if it was on the ground.
*Recovering high, over the ledge is much more potent and safer since the can can stop on the lower platforms before us and threaten enemies hovering around our landing point. Just don't do this too often.
*Smashing the clay shot into the can becomes very useful, as depending on if you activated the clayshot or not, the can will either land on a platform, or back on the ground. This is great for punishing landings, especially of floaty chars with multiple jumps or pseudo-jumps.
Some iffy stuff:
*Fsmash now pretty much never hits an enemy hanging on the ledge. It does however go at a better angle to punish enemies off-stage.
*DHD can uair through the bottom of lylat. With a can on the lip, we may have some ledge camping options. He can also go under the stage right after uairing if you missed, or in general afraid of your lack of invincibility. This could be very helpful when you're struggling to get back into neutral.
*Downthrow to set them up around the platforms seems to have a lot of potent options with the can. Try to get the can between the platforms, then punish their landing on the platforms. Uair and nair are especially difficult to air dodge through since it'll catch them on the platforms with longlasting hitboxes.
Also according to this, across the board lylat gets earlier kills.
http://smashboards.com/threads/stage-blastzone-differences.381949/
Duck hunt really needs that imo