Assume in every post I make that I am talking about our default moveset.
1st phase:
-Slanted surface. This is ALWAYS an advantage. We can easily regrab Galaga, Strawberry, Melon and Apple. Z-dropped fruits get horizontal movement when dropped on the slant. Interesting bounces on fruits and hydrants (Keep in mind Orange does not bounce off of slants but will stay active and follow the slant along the ground when thrown).
During this part of the stage both platforms are low enough for Usmashes to go through, and fruit/hydrant bounces to reach. They are also low enough that Fair>Hydrant will bring us on top of the platform, so keep that in mind.
The slant in the middle is what allows us to control pretty much everything.
A Z-dropped fruit on that slant controls the area below the left platform. If you have a Hydrant down there, when the fruit hits it, it will bounce up to the platform, controlling some of that space too.
If you Z-drop a fruit in this same situation while a water blast is coming out, your fruit will be gushed back to the right side, controlling that area.
This alone controls most of the screen without launching a hydrant, actually throwing a fruit or placing a trampoline.
Once you mix all of those in, the entire stage is yours to command.
For example, put a trampoline by the ledge: Bam, the entire area below the platform near that ledge is now off limits and they are forced to recover above the platform. Murder them for this as there is no longer a guessing game at all.
-Low platforms allow Usmash launched hydrant when the hydrants are on the platform and you are below. This launches it at an interesting angle, so that's useful too (Can also be done on BF and Lylat, though on BF it's kind of less useful since it hits the top platform).
-Small-ish blast zones. When combined with our stage control on this phase, this becomes a boon as we pretty much control the match then kill whenever we want on this phase.
2nd phase:
-This is the camping phase. Hydrants, Keys, Galaga and bell all go through the statues. Abuse this heavily.
-Galaga, Melon, Apple, and Strawberry are all easily regrabbed off of the slanted top platforms. The first 3 in this list can be useful for instant launching the hydrant (I am refering to the instant redrop tactic I put in the social thread the other night).
-My personal strategy for this phase is to camp with keys and hydrants, constantly launching the hydrants. They will attempt to camp the platforms on top of the statues, but within 6-8 hydrants you will knock both of those out, turning the stage into another FD.
The issue with this is that you are going to completely scale your hydrant. On the plus side, it means other moves that would usually be to stale to kill like Nair and Bair are back to full kill power. Also even staled out, hydrant is powerful, and opponents are still going to try to stay far from it.
3rd phase:
-Tilts everywhere. Abuse this and make things bounce in unpredictable ways.
-Be very aggressive offstage. This form has a huge offstage area, and due to the tilts a lot of characters have some issues recovering, so make their job of recovering that much harder.
-This is basically a tilting FD. It has all of the advantages of FD with the added benefits of the two above factors.
-Hide trampolines: Due to the rapid tilting, you can throw a trampoline down, have the stage cover it, then tilt again to put it back in the opponents way again before it disappears. This is pretty situational, but once they've been punished for hitting a hidden tramp, they will think twice about approaching any place you recently put one down, especially since most people won't know exactly how long those last.
Transitions:
-Dthrow on top of where pits are going to be is pretty much a suicide throw.
-Throwing fruits as the transition appears/disappears changes the way they act. As transitions appear, the ground will rush up and grab the item, allowing you to regrab it (I actually need to test if this will work with key). As the transition disappears, it will cause the fruit to have a downwards diagonal angle compared to it's usual trajectory. This is most visible with the melon, which controls the a large portion of the stage when thrown this way.
-If a transition comes up and grabs a launched hydrant, the hydrant will bounce in place, acting as a wall, regardless of it's previous trajectory, so long it was close enough to the ground for the transition's floor to reach it. I haven't messed with this one as much as I probably should.