The above image shows the scale of the fighters to the Arwings that they will be riding on top of. The fighter's sizes are based on the size of the characters in the cockpits, in order to keep the sizes as close to 'one-to-one' I could get. However, I had to take some liberties. Take note that the image isn't necessarily a representation of what the stage would look like in play, though. For recent posts, I'd always add a mock-up of what it'd look like in-game, but because there's so much to this stage, and because I wasn't able to find any clear image I could use, I decided against it. Due to the amount of content packed into this stage, all descriptions of the subsequent parts will be broken into two paragraphs. First describing the visuals of the stage, or what's going on in the background. The second paragraph will describe what's going on with the stage from a physical, or gameplay, perspective.
Part I - Entrance
Starting off, the Arwings hold formation and make their approach into the battlefield, just as they did in the beginning of the actual Sector β level from Star Fox Zero. The Arwings begin to engage enemy fighters, firing lasers at enemy fighters and cruisers. In the background, you see other fighters engaging each other, as well as cruisers firing large laser cannons as each other. You even see Bill and his two units, Husky and Bulldog, engage the enemy as well! The team continues to travel around, until the Dreadnought Tactical Destroyer 'Granby' shows up. Once Granby shows up, one of the Cornerian Flagships fire a laser at the Granby, but it is absorbed by its shields. After the failed hit, the Arwings perform a loop, dropping the fighters into the second part of this stage.
The stage begins atop the Arwings in the formation seen in the beginning of the Sector β level. The Arwings hold this formation pretty tight through the duration of the opening. During their flight, the Arwings may shift a bit upwards and downwards, though not by much. They may also make sharp turns on occasion, causing the Arwings to tilt left and right. The main body of the Arwings cannot be fallen through, however, the wings can. After flying around for about 45 seconds, the Arwings perform a loop, dropping the fighters.
After the Arwings perform their loop, the fighters drop onto the front of a Cornerian Flagship. The Flagship's position is one of the fleet's front-most spacecraft, making it a prime target for the Granby. As the battle goes on, you can see multiple ships in the Cornerian fleet get shot down by the Granby's powerful cannons. You can also see the Arwings the fighters rode in on, as well as Bill and other Cornerian forces engage enemy fighters. The Flagship the fighters are on also fires off a round from the cannon at the Granby, but it still doesn't work, because Granby fires back. The damage sustained causes the Flagship to be destroyed.
This stage acts as one large platform, taking place on the front-most end of the Flagship. The small platforms on the sides cannot be fallen through, through they can be grabbed, as they act the stage's ledges. The large slope cannot be walked on, however, and fighters must jump from the platform's small lip in order to get back up onto the main stage. The large chunks on the sides cannon be fallen through as well. The center platform, however, can be fallen through, as well as the platforms under it. Just watch out, as 10 seconds after landing on the Flagship, the ship begins charging it's main cannon. After five seconds of it charging, it fires a devastating blast straight forward, dealing 35% damage and massive knockback to anyone on the inner two platforms. Percent value and knockback are based off the laser cannon from the Halberd stage. It's high, but takes five seconds to visibly charge up, and only effects a small area. 15 seconds after the Flagship's cannon is shot, Granby attacks, destroying the Flagship.
Part II.V - Flagship Debris
Note that this isn't considered as a full part all on its own. The first 30 seconds take place aboard the undamaged Flagship until it gets hit by Granby. This causes the Flagship to break apart, scattering the pieces. The ledges on the Flagship's sides drift quickly to the sides, the two large portions rotate as they drift off screen, and the center piece rotates forward as it drifts off screen. The pieces continue to scatter out of the camera's view for 15 seconds before the next part begins.
Gameplay wise, the broken pieces of the Flagship drift off into space, but still act as platforms. Some of the pieces turn, causing the platform itself to shift. The centerpiece visually tumbles towards the camera as well, removing the ability to drop through onto the platforms that were once there. Every structure is whole and cannot be fallen through. The debris works both as platforms and obstacles, to try not to get your recovery blocked.
Once the debris has almost completely drifted off screen, the squad of Arwings the fighters flew in on return, once again giving the fighters solid ground to fight on. As they fly forward, they make their way towards the Granby, dodging enemy fire as they make their approach. Once the Granby fires off another shot, the squad slips in the small gap made to allow the cannon to fire. The squad then flies up towards the rear of the Granby, leading to the next part. The Arwing flight lasts 45 seconds before the Arwings dump off the fighters.
Gameplay wise, the Arwings function similarly to how they did during the first part. The platforms take the shape of the Arwings themselves, and may rise or fall a small bit during the flight. As the Arwings make their way onto the Granby, they start to fly upward, causing the Arwings to make a high tilt upward. Don't worry though, there's still enough traction for fighters to keep their footing. The back of the Arwing and the Arwing's nose can be grabbed as a ledge, and Arwings cannot be fallen through.
This part takes place upon the back of the Granby, once the Arwings drop off the fighters. During the fight, you'll see an Arwing go into Walker mode, deactivate a barrier, then go into the Granby. After about 15 seconds inside the Granby, the green shield around the Granby will disappear and the Arwing will fly back out. Once the Arwing makes it out, you can see another Flagship charge its main cannon in the distance, and after five seconds, fires it. Once the cannon hits Granby, it causes the ship to break apart. Rather than breaking into multiple pieces, however, the portion where the fighters are at begins to tilt to the left. As it tilts, you can see more of the Granby being broken apart, all the way until the fighters lose their traction. Through the ship's wreckage, you can even see Katt fly by in her Catspaw.
In terms of gameplay, this part is pretty straight forward. One large and flat platform for the fighters to continue on. The ship stays upright for 30 seconds, until it begins to break apart. As the ship is being destroyed, the platform begins to tilt to the left. After 15 seconds of the platform tipping, the fighters lose their traction and continue onto the next part. The whole part, from the point where the Arwings drop off the fighters, to when they lose their footing, lasts 45 seconds.
Part V - Wolfens
Once again, a squad of fighters saves the, well, fighters. However, unlike the Arwings from before, now the fighters are brawling atop a squad of Wolfens. The Wolfens act similarly to the Arwings of Part III, only travelling to the right instead of the left. In the background, you'll catch glimpses of the Arwings, Katt, Bill, and more all battling it out. The tides are beginning to turn, as the enemy fleet's ships are being destroyed one after another. This fighters will continue to right the Wolfens for 40 seconds, until the final transition, restarting the stage.
Gameplay wise, the Wolfens function identically to the Arwings in Part III, just to the right. The platforms take the shape of the Wolfens themselves, and may rise or fall during the flight, but do so much faster and more erratically. Near the end of the Wolfen's flight, they will begin to scatter much more than usual. This is done in preparation for the final transition. The back of the Wolfen and the Wolfen's nose can be grabbed as a ledge. Wolfens cannot be fallen through.
Part V.V - FreezeFrame
After 40 seconds of riding on the Wolfens, they begin to shift positions a little bit more than usual. In Star Fox Zero, whenever you brush up close with Wolf, time will slow down, creating a dramatic pause where Wolf taunts you. This freezeframe is applied to the stage, where time slows down for the spacecraft, but not for the fighters. During these five seconds, the Arwings will fly in from the foreground, and slowly move into their starting positions. After the five seconds are up, time resumes as normal, and the Wolfens fly off out of the way.
During the transition, the fighters have five seconds to swap from the Wolfens onto the Arwings. If the players are on top of the Arwings, they are safe. If they are still on top of the Wolfens, or are caught in front of them, then they are carried/shoved into the blast zone. Time resumes once the Arwings are back in normal position, restarting the stage. In total, the Wolfen phase lasts 45 seconds, with the last 5 being a transition onto the Arwings. From beginning to end, the entire stage lasts 3 minutes and 45 seconds.