Halberd helps our camp game tons, this is where I take falcos, mainly because we can plank and shoot lasers upward through the stage, His side B sucks at getting the ledge, leaving him doing it above the stage and landing on the platform for a U-smash.
To play this stage correctly you need to take the center section of the stage under the platform, fire your gyro to the side they're on and watch their amount of stage crumble. Then DO NOT leave from under the platform but throw F-tilts/Receding F-airs and they will have to move (often forcing them to move atop the platform) but don't get U-smash happy at low %, do alot of Utilts.
It also solves one of ROBs major problems, getting back to the stage. They can no longer put you on the ledge and camp just outside your F-air range and taunt and shiz. You can shark U-airs (ROBs most damaging move, I make an effort to land this attack, its a great way to rack up damage and not stale your KO moves). You can also do a rising sharked N-air/B-air past them and they can't really punish it.
The transformation where you can't shark is like an FD with a platform, but the stage interference typically helps ROB. Let the laser separate you and your opponent, it will create a barrier that most projectiles cant beat and laser will fire through, if you find yourself against a Falco/Pit in this situation just hang on the ledge.
When the bomb fires try to place a gyro where its going to explode, if you can predict the trajectory, it will launch the gyro horizontally (sliding) across the stage, hitboxes and all. I've used this to my advantage in some of the funniest situations.
If you find yourself at a disadvantage on this transformation then plank/stall until it changes back.
Don't take here:
Snake
Fox
MK
Chars that can kill upward easily
Take here:
DDD
Falco
lots of other characters.