MARSHALL
A Rhythm Heaven Character's 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
______________________________________________________________________
For every successive beat you hit, it becomes much more powerful with better range.
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
______________________________________________________________________
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
______________________________________________________________________
Throws in general are weak, and can stun the opponent in the air for a while with either of the four throws.
______________________________________________________________________
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.
______________________________________________________________________
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.