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Chorus Kids (Smash 5)

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Chorus Kids
The Singing Sensations
Universe RhythmheaveniconRhythm Heaven
Recent Game 3DS Rhythm Tengoku: The Best +
Availability Starter
Final Smash Glee Club/Shoot-'Em-Up

The Chrous Kids makes their first appearance as a playable character to the Super Smash Bros. franchise in Super 5mash Bros. 5. The Chorus Kids are from the Rhythm Heaven series and encountered in the mini-game Glee Club. Within Super Smash Bros., they incorporate a number of attacks that utilize tempo and rhythm as well as content from within the Rhythm Heaven series.


The Chorus Kids appears as a trio: the main Chorus Kid who does the attacking followed by the other two Chorus Kids. The Chorus Kids are a rhythm based fighter whose attacks are based off a beat that is created by the other two Chorus Kids. They perform this beat by clapping and will change in tempo and timing on occasion. Attacks that are inputted on the beat maximizes the knockback and the damage thus allowing the Chorus Kids to land powerful hits that can do high damage and knockback. However, these attacks are considered whiffs if they fail to be inputted and land. They will only stop clapping if they are hit or interrupted by an outside force. This includes any sorts of attacks, barriers, projectiles, or forces. Examples includes regular and special attacks, Fox's Blaster, Mario's F.L.U.D.D., and items like the Gust Bellows. If one of the Chorus Kids are KO'd, the tempo slows down and the amount of damage done on each beat is significantly reduced. If the player has high amounts of damage, the beats come quicker and more often while lower damage percentages results in slow beats. If both Chorus Kids besides the main one are KO'd, then the remaining Chorus Kid's damage output is severely reduced. Therefore, it is important to keep your team safe by attacking and moving.

In terms of gameplay, the Chorus Kids are fast and have a very high jump that allows them to travel far distances. They have an above average walking speed and a fast start up for dashing. However, they are incredibly light and can be knocked back with powerful attacks. They have slower falling speed which is both helpful and can hurt the Chorus Kids.


Move Set

Name Damage Description
Neutral Attack Rhythm Fighting 5%, 5%, 7% (clean), 2%, 3%, 5% (late) The Chorus Kid punches once and then again with the other arm. Finally, it does a leaping kick.
Forward Tilt Lockstep 8% (clean), 4% (late) The Chorus Kid performs a pose form Lockstep where it raises a knee as well as a hand that connects to the opponent. It has good range and can shield poke.
Up Tilt Working Dough 6% (clean), 3% (late) The Chorus Kid summons the Working Dough which springs up and hits the opponents. It has unusual high vertical knockback ability compared to the other up tilts.
Down Tilt Crop Stomp 3% (stomp), 6% (throw) (clean), 2% (stomp), 4% (throw) (late) The Chorus Kid stomps which uproots a crop that the Chorus Kid catches and knocks up. It has two chances to damage opponents. It has vertical knockback when it connects.
Dash Attack Flock Step 3% (3 hits total) (clean) , 2% (3 hits total) (late) The Chorus Kid transforms into the birds found in Flock Step and hopes forward while creating a beat as it hops forward.
Forward Smash Karate Man 8% (uncharged), 12% (charged) (late), 10% (uncharged), 15% (charged) (clean) Karate Joe appears and charges his attack while the Chorus Kids clap. Releasing the Smash attack causes Karate Joe to release a punch attack. If released on a beat, it does more damage. Damage down to Karate Joe transfers to the Chorus Kid.
Up Smash Fan Club 13% (uncharged), 19% (charged) (clean), 11% (uncharged), 15% (charged), (late) The Chorus Kids releases the attack cause it to clap above its head, it knocks the opponent upwards and they clap with the first main Chrous Kid hitting first followed by the other two. It does more damage if it is released on a beat note.
Down Smash Board Meeting 14% (uncharged), 22% (charged) (clean), 12% (uncharged), 16% (charged), (late) The main Chorus Kid sits in a chair while one prepares to spin it. When released, the rapidly spin it causing the Chorus Kid to rotate very quickly in the chair; causing hitstun to players and loop damage before ending and knocking players upwards. It is a strong smash attack. Much like the others, it does more damage when released on a beat.
Neutral Aerial Air Batter 12% (clean), 2% (late) The Chorus Kid takes a bat and swings forward; hitting the opponent. It has high knockback when it connects on a beat but whiffs if it does not; dealing sub-par damage and knockback.
Forward Aerial Fork Lifter 8% (clean), 4% (late) The Chorus Kid takes the fork and stabs forward with it. It has great reach and does god amounts of damage. It has more knockback at the tip of the fork compared to the tip.
Back Aerial Love Rap 4% (clean), 1.5% (late) It causes a bubble to appear that says "Into you." It does below average damage and knockback but has impressive reach. Also, if the speech bubble encompasses over 55% of the characters body and on a beat, it shuts the opponent down and causes them to enter into a free fall state for a few seconds.
Up Aerial Launch Party 7% The Chorus Kids throws a single rocket into the air which explodes. It has randomized duration of flight causing it to travel further sometimes and shorter other times. When it makes contact, it explodes.
Down Aerial Blue Birds 3% (4 hits 12%) (clean), 2% (4 hits 9%) (late) The Chorus Kid summons the Blue Birds who deliver four pecks down below. They deliver two hits at once. Due to the nature of the attack, the four hits may only connect on the beat twice but that depends wholly on the timing of the Chorus Kids clapping.
Grab --- --- The main Chorus Kid grabs the opponent.
Pummel Assist 3% (clean), 1,5% (late) The second Chorus Kid punches the opponent quickly.
Forward Throw Drummer Duel 6% (clean), 4% (late) The chorus Kid takes a pair of drum sticks and hits them forward; slamming into the opponent and knocking them away.
Back Throw Love Lab 3%, 3%, %3% (clean), 2%, 2%, 2% (late) The first Chorus Kid tosses the opponent to the next Chorus Kid who tosses the opponent to the last Chorus Kid to chucks away the opponent. They keep the rhythm going. The tossing portions do damage.
Up Throw Double Date 8% (clean), 5% (late) The Chorus Kid swiftly kicks the opponent into the air. They be knocked forward at a diagonal angle.
Down Throw Tap Troupe 8% (clean), 5% (late) The Chorus Kid throws the opponent and tap dances on them; dealing multiple hits.
Floor Attack (front/back) Splits 6% (clean), 4% Performs the splits that hits on both sides/
Floor Attack (trip) Rising Pose 5% (clean), 3% (late) The Chorus Kid rises up with outstretched hands and knocks opponents upwards.
Edge Attack Clap 7% (clean), 4% (late) Jumps up and claps which does some damage and knocks opponents backwards.


Special Custom Set A

Name Damage Description
Neutral Special Hole in One 8% (golf ball clean), 3% (golf ball late), 10% (golf club clean), 5% (golf club late) One of the Chorus Kids throws up a ball. As soon as the ball is thrown, the other free Chorus Kid will clap on a beat. Hitting the golf club on the exact beat maximizes the damage and the distance of the golf ball. Both the ball and club can do damage. Pressing the neutral special will initiate the attack and pressing the special button again swings the golf club.
Custom 1 Hi Tempo in One 12% (golf ball clean), 4% (golf ball late), 15% (golf club clean), 7% (gold club late) It is much faster with little lag but is more strict with getting the beat on cue. It does more damage as well.
Custom 2 Hole in Two 6% (golf ball clean), 2% (golf ball late), 8% (golf club clean), 4% (gold club late) It does less damage but the other Chorus Kid will throw up a ball after every other beat thus allowing for more balls to be thrown.
Side Special Cheer Readers 5% (flip) Inputting the attack causes the Chorus Kids to summon the Cheer Readers. Hitting the special button on each beat causes a cheer reader to flip a screen much like the mini game. The cheer reader will say "1...2...3! 1...2...3!!" Each flip does a hit that can knock players away. Hitting each special button will strengthen the shield that is erected after the attack. Each missed beat weakens the shield and can be broken easily.
Custom 1 Explosive Readers 18% (all), 10% (only one) Much like the default but the flip doesn't deal any damage. But when the animation is completed, it releases an explosion that deals high damage and knockback that reflects how many beats the player got.
Custom 2 Cheer Speed Readers 2% It does less damage on the flipping part but it is slightly faster. The animations also do not suffer from lag.
Up Special Micro-Row 4% All three Chorus Kids create a line and "row" in midair, Inputting the attack causes the Chorus Kids to initiate the recovery move. Pressing the special button causes them to speed up and do more damage. It does a base damage at 4% and increases by 2% with each successful 100% beat. Failing to press the special on the beat causes the recovery move to fail and the Chorus Kids will descend back to the ground in a free fall state. The player can indicate where they wish to travel to by titling the control stick.
Custom 1 Boosting Micro-Row 3% Each beat pushes the player forward with extended recovery but doesn't increase the damage each time.
Custom 2 Two-Step Micro-Row 1.5% It has two beast next to each other thus needing the player to press both. Each successful beat increases by 1%.
Down Special Fireworks 5%, 10%, 15%, 20%, (clean) 2%, 4%, 6%, 8% (late) The Chorus Kids launches a firework. A rhythm can be heard that goes "boom, boom, boom, boom". Pressing the special button on each of the booms fires off a firework that shoots upwards and explodes when pressed. Pressing on an off-boom detonates the firework but really decreases the power. Detonating it on the boom makes the attack more powerful and damaging.
Custom 1 Soaring Fireworks 3%, 6%, 9%, 12%, (clean) 1.5%, 3%, 4.5%, 6% (late) The attack soars faster but does not increase the tempo. It does deals significantly less damage than the default.
Custom 2 Gigantic Fireworks 25% (all beats), 10% (1 beats) The fireworks travels a certain length and pressing the special button on all of the beats increases its damage with the cut off being 25%. It travels the highest but has significant start up lag.

Special Custom Set B

Name Damage Description
Neutral Special Tambourine 7% The Chorus Kids pulls out tambourines and will hit them. Holding down the special button causes them to shake the tambourines. Pressing down on the control stick during the beat will cause them to clash the tambourines together; generating a sound wave that emanates from around them. Continuing to press down on the beat causes more damage but becomes slower over time.
Custom 1 Dazing Tambourine 0% Instead of the tambourines dealing damage, they cause a daze effect within the opponent. It is slower than the default though. The number of times it is performed on beat has zero bearing on the attacks damage output but it does less daze time with overuse.
Custom 2 Launching Tambourine 3% It does less damage than the default but it has more launching power along with having a larger hit box.
Side Special Sneaky Spirit 9% (clean), 4% (late) Chorus Kids summon a Sneaky Spirit. Holding down the special button causes the Sneaky Spirit to move forward. During this time, there is a beat rhythm and if it is released on that note, the Sneaky Spirit pops upwards; knocking anyone up into the air.
Custom 1 Delayed Sneaky Spirit 12% (clean), 5% (late) Functions much like the default but instead of popping up automatically, the Sneaky Spirit delays itself and then pops up after 5 seconds. It does more damage and knockback as a consequence.
Custom 2 Burying Spirit 10% (clean), 2% (late) It functions much like the default but will bury grounded opponents when it launches upwards or meteor them by appearing upside down.
Up Special See-Saw 7% (clean), 2% (late) A see-saw appears and the main Chorus Kid appears on one end while the other two are on the other. A beat rhythm is heard and jumping on the beat will cause the duo to jump onto the see-saw and launch the main character up into the air. It has six beats total and choosing the last beat launches the main character higher. Jumping on an off-beat results in a very poor launch that is about half the size of a regular jump. Damage outside it also reflective on the timing of the beat with a clean beat doing more damage than an off beat. The two other Chorus Kids will rush to main one after it lands.
Custom 1 Easy See-Saw 4% (clean), 2% (late) The player holds down and releases the two Chorus Kids on the beat. Other than that, it functions much like the default albeit easier to execute and time.
Custom 2 Vaulting See-Saw 0% It has more reach as it will launch the Chorus Kid more at an horizontal angle than the default.
Down Special Ringside 12% (clean), 6% (late) Chorus Kid summons the wrestler from Ringside. He will be standing these and a beat rhythm will accompany his appearance. If an attack connects during one of the beats, he will perform a pose that counters the attack and redirects it back. If it hits on an off-beat, he still counters but as reduced damage and knockback.
Custom 1 Detonating Wrestler 18% (clean), 12% (late) Instead of countering back with a physical attack pose, the wrestler explodes in an inferno, causing high knockback. The tempo is slightly slower.
Custom 2 Patient Ringside 14% (clean), 7% (late) Instead, the wrestler will perform a pose if the player press down special; regardless if on the beat or not. If the pose connects, the wrestler does a melee attack.

Final Smash

Name Damage Description
Final Smash 1 Glee Club 10% (increases with good and perfect scores) with a 60% max The Composer rises from the bottom behind the damage counters and icons. He raises his baton and begins to instruct the Chorus Kids in a song. Each Chorus Kid will open open its mouth to go "AH!" and doing it on beat increases the damage and radius of the attack with each successful beat increases the damage and radius. Hitting it when the composer says "Together now" causes all three to sing out which does even more damage and knockback. You can see how well you do by words that pop up like POOR! and GREAT! and PERFECT!
Final Smash 2 Shoot-'Em-Up 12% (laser) (clean), 6% (laser) (Late) Transports all of the players to the mini game Shoot-'Em-Up. Chorus Kids jump into a spaceship and can fire lasers at opponents. The spaceship will make a beat and hitting the opponents on the beat with the laser does more damage and knockback while offbeats obviously do less. Even the assistant will appear and give the player advice.


Italics means they have to be unlocked.

  • The Chorus Kids all open their mouths wide and raise up their hands. (Up)
  • The Chorus Kids takes out the Flip Seal as they will flip back and forth on their back.(Right)
  • The Chorus Kids raises their hands and cheers out. (Left)
  • The Chorus Kids poses with the Marshall and then jump up. (Down)

Character Selection Screen

  • The Chorus Kids all jump up and pump up their fists.
  • The Chorus Kid spins around and opens their mouth,
  • The Chorus Kid high fives each other.

On Screen Appearance

  • The Chorus Kids float in from the top on a balloon and jump off.
  • Jumps out of the plane from Air Rally.
  • Jumps out of the house from Ringside.

Victory Animations

  • The Chorus Kids jumps up and down in unison.
  • The Chorus Kid bangs on their tambourines together in unison while the Monkey does as well.
  • The Chorus Kids clap in unison while a pink "Perfect" sign floats overhead.
  • The Chorus Kids are singing while the Composer instructs them using the baton."
  • The Chorus Kids all jump up and high five each other.
  • The Chorus Kids jump back and forth in unison while the flipper seal rolls back and forth.

Fan Cheer

Male/female cheer "PA PA RA RA CHO-RUS KIDS!!!!"

Losing Animation=

  • All the Chorus Kids bob up and down on their feet and claps.
  • The main Chorus Kid appears to be very dizzy while the other Chorus Kids pats its back.
  • The three Chorus Kids have "x"'s for eyes and rock back and forth.

Victory Fanfare

A flourished remix of the "Superb" song from Rhythm Heaven Fever.

Fighting Stance

The Chorus Kids all bob up and down on their feet while nodding their heads up and down. The main Chorus Kids keeps its hands held down. The other Chorus Kids clap in unison.

Idle Poses

  • The main Chorus Kids opens its mouth wide.
  • The main Chorus Kids holds out his hands out slightly.
  • The main Chorus Kid adjusts its bow tie.
  • The main Chorus Kid sighs for a second.

Misc Animations


The main Chorus Kid sits down by slightly squatting down with the knees help upwards.


The main Chorus Kid has a slight rigid feeling to it. The other Chorus Kids heads tilts upwards.


The three Chorus Kids rolls forward in a ball.


The Chorus Kids walks forward with the other two trailing slightly behind.


The main Chorus Kid runs forward with the two other Chorus Kids running behind them.


The main Chorus Kid is sitting while slumped over while the other two are trying to wake it up.


The main Chorus Kid trips and lands on its butt.


The main Chorus Kid stands on the ledge waving its arms while trying to balance itself while the other two are pulling the main back.

Home-Run Bat

The main Chorus Kid uses both hands and swings forward.

Star KO

Goes "AHHHHHHHHHHH!!!!" from Glee Club after the composer says "Together now!" in Glee Club.

Screen KO

All three Chorus Kids slam into the screen; first the main one and then the other two one after another.


Chorus Kids's trophies can be earned by completing Classic Mode, Adventure Mode, All-Star Mode, and Boss Battle mode. In addition, further trophies can be found during matches and at the Trophy Shop.

Chorus Kids

Unlock: Classic Mode

Chorus Kids (Alt)

Unlock: Adventure Mode


Chorus Kids (Alt)

Unlock: Adventure Mode


Chorus Ribbon

Unlock: Boss Battle


Chorus Cam

Unlock: Boss Battle


Chorus Kids (Ringside)

Unlock: Complete a Character Challenge


Chorus Kids (Micro-Row)

Unlock: Complete a character challenge


Chorus Kids (Black)

Unlock: Complete a character challenge

Chorus Kids (Orange)

Unlock: Complete a character challenge

Chorus Kids (Up)


Unlock: Match or Trophy Shop

Chorus Marshall

Unlock: Complete a Chorus Kids Character Challenge

Glee Club

Unlock: All Star Mode


Unlock: All Star Mode

Alternate Costumes


Color Title Color Notes Status
White White Default coloration for the Chorus Kids. Starter
Blue Blue Resembles the blue coloration of the Blue Birds game, Starter
Red Red The red recoloration resembles the Wrestler in Ringside. Starter
Yellow Yellow Based on the character Forthington. Starter
Green Green Coloration resembles the frogs from Frog Hop. Starter
Purple Purple --- Starter
Cyan Cyan Based of the coloration of Cam. Starter
Orange Orange Coloration based on the Monkeys. Starter
Pink Pink Coloration based on Ms. Ribbon. Starter
Black Black Coloration is based on Mr. Upbeat Starter
Chorus Ribbon Pink Model based on Ms. Ribbon. Locked
Chorus Cam Cyan Model based off on Cam. Locked
White White Model based on Marshall. Locked

Reveal Trailer

"Altogether Now"

Time: 2:45 Scene: A pure white hallway

The trailer opens with Mario, Link, Samus, Pikachu, Kirby and Takamaru walking down a white hallway. When they reach the end of the hallway they hear an 'Aaahhh!' noise. Mario rushes forward to the noise, and skids to a halt at a pure white door, which has writing above it which reads 'Glee Club'. Link, Samus, Pikachu, Kirby and Takamaru catch up to him and listen to the strange noises behind the door. They seem to be singing seperately, one after the other. Mario takes out a master key from his hat, unlocks the door and pushes it open very slowly. The door then squeaks, and Mario leaps back, as the singing immediately stops. In the top left corner of the screen was a little fuchsia P that suddenly disappeared when Mario made the door creak. A voice then says 'Together now', and Mario is instantly knocked backwards into the wall behind him as a large sound wave erupts from the centre of the room. The camera whirls round to reveal the three Chorus Kids, and their conductor. The conductor looks very angry with his baton raised, while the Chorus Kids get into a battle stance. It then fades in to some gameplay footage. The song 'Lonely Storm' starts.

  • The Chorus Kids fall onto the Night Walk stage, and do their Up Taunt.
  • The trio perform multiple smash attacks on Mario, Link, Samus, Pikachu, Kirby and Takamaru, attacking in different directions.
  • Bayonetta runs forward but is grabbed by the main Chorus Kid. The second Chorus Kid then punches her.
  • The Chorus Kids perform Hole in One on Yoshi, and then send a Sneaky Spirit after Yuuri.
  • Two sets of Chorus Kids attempt to counter each other with Ringside.
  • On Mario Galaxy, the Chorus Kids collect a Karate Joe trophy.
  • The scene then shifts to the handheld version, where the Chorus Kids are standing in front of the Clappy Trio. They jump, and then land on the Double Date beach. They swiftly shield a football (soccer ball).
  • The Chorus Kids obtain a Smash Ball and perform Glee Club. Lucario, Zelda and Olimar are caught in the song's radius and are knocked away.
  • Right after they finish, they perform their Left Taunt, then Jigglypuff appears and puts them to sleep with Sing.

Then the Super Smash Bros. 5 logo fades in.

In a post-credits scene, a mockup of the rating screen from Rhythm Heaven appears. It reads:

                    Master Hand's thoughts
        You can handle interruptions well!
        And, you can fight like a hero.
        Furthermore, your defensive skills are outstanding.


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