Here's my botched attempt at a full Chorus Kids moveset! Do NOT judge me! It was difficult to make a rhythm-based moveset, so I did some rhythm, and some music. For once, my knowledge of music pays off!
Chorus Kids:
The three Chorus Kids attack as one unit. So, an attacks will be performed by all three kids at once. Likewise, getting hit will cause all three to take damage, knockback, etc. Unlike Nana and Popo, the three cannot be separated. So they will be together, since, as said, they act like one cohesive unit.
Ground Moves:
Neutral A Combo: Belt it Out- The Chorus Kids simply belt out a small flurry of notes out of their mouths. A final finisher will be a larger note that strikes the opponent away.
Side Tilt: Jazz Hands- The Chorus Kids smack their hands to the side, producing stars that strike the opponent. For reference:
Down Tilt: Tap Troupe- The kids tap their feet all at once, creating a very small rhythmic shockwave below/in front of them.
Up Tilt: Swing- The kids swing their arms above them, not unlike Zelda's Up Tilt. Opponents will get trapped in a 2-hit combo.
Side Smash: Pulse- A three hit combo attack, the Kids "sing" one by one in a rhythmic pattern. Knockback on final hit.
Down Smash: Decrescendo- Fully charged, musical notes smash downwards to the ground around them.
Up Smash: Crescendo- Fully charged, musical notes beam up around them.
Dash: Tempo- The three kids rush forward, picking up the pace of their rhythm, and roll together into the opponent.
Aerials:
Neutral Air: Mezzo- Musical notes course around the Kids, hitting anyone in contact.
Forward Air: Treble- Smacks the opponent with a Treble Clef. Sweetspotted gives good horizontal knockback.
Back Air: Treble- Smacks the opponent with another Treble Clef. Sweetspotted gives good horizontal knockback.
Up Air: Sharp- Raises the pitch, the note flies up into the air, hitting anyone in contact.
Down Air: Flat- Lowers the pitch, the notes descends to the ground, hitting anyone will spike them.
Specials:
Neutral B: Glee Club- A chargeable short-range attack. Hold B to activate the first singer, who will begin to do the traditional "song", followed by the second singer, and finally, the third, until the trio is fully charged. Fully charged, the attack can be stored until later use. Press B once fully charged, and the trio will release a vibration of musical energy around them. If fully charged, it does great vertical knockback, and has a hitbox surrounding them completely. If the B button is released before the charging period is up, the players will just attack with the amount of power they have from the song. (Like Shield Breaker, but a damaging wave of energy that attacks all around the boys)
Side B: Samurai Slice- The Kids conjure up samurai swords. With one press of the side-B, they can do one clean-cut slash. However, building up the side-B will result in a flurry of attacks, dealing decent knockback at the end.
Up B: The Dazzles- The Kids crouch down. After letting go, they jump up. Pressing Up-B in rhythm allows them to continue to jump up three times, which each jump gaining move vertical distance.
Down B: Splashdown- The kids dive into water by pressing Down B. Press it again and the kids will splash up, attacking enemies above them. Once underwater, the kids can control the pool of water, moving it across the stage. After a few seconds, of course, the kids will pop back up automatically.
Final Smash: Go for a Perfect!- The Three Boys get together on a stage and begin to sing. Once singing, large musical notes will appear and begin to fly across the stage, attacking all opponents. If you can keep the rhythm, indicated by a bar much like DK's improved Final Smash, you will be rewarded with faster and more powerful musical notes that bounce around the screen.