I'll post my moveset here back in the Uniqueness thread.
CHORUS MEN
Chorus Mens' Playstyle: The playstyle of the RH character is timing. I mean natural timing, there are different types of rhythm for each set of attacks with different combos. Keep in mind that I'm not a RH fanatic, so all my attacks may not be based on one of the games. I'm going to use Marshall for example in the most visual-like way possible:
>>>>> = long phase
>>> = medium phase
>= short phase
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For every successive beat you hit, it becomes much more powerful with better range, in the case of Chorus Men. For multihitting attacks like the Jab, the front Marshal attacks first, the middle Marshal attacks second, and the third hits last.
Normal Attacks:
Jab: Does an straightforward punch with his knee on the ground. Then after a while, if timed right, you can attack with two more short straight punches.
A >>> A > A > A
F-Tilt: Does a quick spin kick. If used along with Jab, the final hit will be much more powerful. However it's much slower to execute than his Jab.
Example:
A-> > A >>> A > A > A
U-Tilt: Hits the with a soft upper-punch. If timed with Jab and the final hit is instead U-Tilt, A powerful punch will occur and send the opponent straight up from the sky.
Example:
A >>> A > A > A^
D-Tilt: quick sweep kick from Marshall. If done multiple times in rhythm, it can meteor smash the opponent and stun for short time so you can combo the opponent.
Av > Av > Av > Av > Av > Av > Av
Dash: Marshall does a quick roll to the opponent. If done multiple times in rhythm, the range of the attack will increase.
A > A > A
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Air Attacks:
Neutral-Air: Does a quick cymbal collision that if done in rhythm for a long time, can create a (DK-FS in it's weakest state) sound barrier attack. Can also combo with other air attacks and make them more powerful in strength and range.
A > A > A...
D-Air: Does a quick soft punch. If timed right, you get a devastating, straight meteor smash, long-ranged attack.
Example:
A > (Keep Mashing A at rhythm until) > Av
B-Air: Does a quick soft punch in the back. If timed right, you get a devastating, straight long-ranged attack.
A > (Keep Mashing A at rhythm until) > A-Back
F-Air: Also Does a quick soft punch in the back. If timed right, you get a devastating, straight long-ranged attack.
U-Air: Does a stun kick that can lead to dangerous combos. If timed right, you can lead this to a cymbal attack (Which also would carry Marshall up in the air) to D-Air, B-Air, or F-Air.
Example:
A^ > A > A > A > Av
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Throws in general are weak, and can stun the opponent in the air for a while with either of the four throws.
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Smash Attacks:
These Smash Attacks work a bit differently, as the highest (In which it KOs the opponent) and medium peaks (In which it also stuns the opponent) of the attacks are at the maximum power.
F-Smash: does a quick powerful punch. Can stop to hit at medium for stunning or high phase for max damage.
D-Smash: does a large both sided spin kick. Can stop to hit at medium for stunning or high phase for max damage.
U-Smash: does a powerful upper punch. Can stop to hit at medium for stunning or high phase for max damage.
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Special Moves:
Neutral Special: Scream: Marshall's most known move, screams a ranged shield that reflects projectiles and stuns opponents. If timed right, the shield grows a platform distance.
Example:
B >>>>> B >>>>>> B
Side Special: Wrestler: Marshall turns into Wrestler to pose for his fans. If timed right, the KO power is tremendous, but the hitbox is low.
Example:
B >>> B
Down Special: Karate Joe: Marshall turns into Karate Joe to do a combo of attacks, similar to Marth's dancing blade. Although it has a short hit-box.
List of combos:
B v B v B v B^
B v B v B v B>
B v B v B v Bv
Up Special: Toran and Porin: Transforms into a wolf creature to jumps a medium vertical distance. Is a weak attack and can combo to certain specials. But once the combo is over, the player falls helplessly.
B^ > B > B > Bv (The final attack does good KO potential)
B^ > Bv Bv Bv B^ (Sends the opponent flying up)
or
B^ > Bv > Bv > Bv > B> (Sends the opponent flying straight)
or
B^ > Bv > Bv > Bv > Bv (Sends the opponent flying down)
B^ >>> B> B> (Causes fastfalling and has high KO potential)
In general, time these attacks right, and it can lead to very interesting combos.