[redacted]; [redacted], Sato Hashimoto!
Health: 9500
Persona Cards: 5
Playstyle: Keep-away/Rushdown
Dash Type: Run
Air Movement: 1 Air Dash, Double Jump
Normals:
Magaru (Furious Action): Chronos summons a blast of wind around Sato, launching the opponent into the air if it hits, similar to a 1More Burst. Enemy recovers before halfway down. Can be super canceled. Uses 8% of Sato's HP.
All Out Attack: Sato does a frontflip forward, bringing his heel down on the opponent. Hits high. It covers roughly a quarter of the screen and has good start-up, though terrible recovery. Unlike some AOAs, it has a small vertical hitbox and has difficulty hitting midair opponents.
Sweep: A swift kick to the back of the opponent's knees to bring them down. Range is short, and recovery time extends if it whiffs.
Grab: Sato throws the enemy to the ground and punts them away. Chronos can follow up with a C to stamp them to the ground after the punt.
5AAA / AA: Sato chops quickly, knees the enemy. and then does an upwards kickflip, lifting the enemy up a bit. After which, he fires several arrows up at them before going into a Severing Lance B and then Vile Assault A.
2A: Quick low kick that can hit three times before it whiffs.
6A: Knee attack from 5AA.
5B: Fires an arrow forward. Knocks back the enemy on Counter.
3B: Fires an arrow diagonally down during a backstep. Knocks down on Counter.
9B: Fires an arrow upwards diagonally. Anti-air.
j5A: Standard midair kick.
j5B: A wide midair kick aiming diagonally downwards with a lot of active frames.
j2B: Fires an arrow straight downwards, lifting Sato up higher. Sends the enemy straight to the ground if it hits.
j8B: Fires an arrow upwards, halting all upwards momentum for Sato. Launches enemy upwards.
Persona:
5C: Chronos punches in front of Sato. Can hold C to delay start-up and extend hitstun and damage when it hits.
2C: Chronos moves forwards a bit from Sato's location, punching low.
5D: Chronos summons strong winds around him where Sato is standing and stays there. Dispels if the enemy touches them. Lasts for several seconds, meaning smart positioning can lead to longer combos.
-> 5D(C): Launches a wind projectile at the enemy. Hits high. Absorbs other projectiles but disappears if it does so. Goes 3/4 the screen.
-> 5D(D): Launches a wave of wind along the ground, hitting low and tripping the enemy. Travels half the screen before ending.
2D: Chronos spins towards the enemy with heavy start-up and stays out for a while. While Sato can act quickly after entering the input, Chronos waits a bit before attacking, meaning it can be used for oki pressure and occasionally combo extending. Can hold D to delay even further. Inflicts panic.
j5C: Punches the enemy in midair. Maintain's the enemy's altitude.
j5D: Same as the ground version, though the D followup goes straight down first before going 1/4 the screen in both directions. Stays out for less time.
j2D: Spins around where Sato currently is, launching the enemy away a bit after the final hit. Can delay with D. Inflicts panic.
Specials
Torrent Shot [236A/B/AB]: Sato fires a seven arrows in a row at the enemy. The final arrow has more knockback than the others. A version has little recovery, B version adds a eighth arrow that launches them but fire slower, and the SB version has 12 arrows in total and they fire faster.
Arrow Rain [214A/B/AB]: Sato fires an arrow into the sky, which falls down on the enemy moments later. Holding the button can delay it until desired. Once the arrow falls, if it hits the enemy, a plethora of arrows rain down upon them. A version has a 3 second delay before the arrows fall, the B version has a 5 second delay but hits harder, and the SB version has a 4 second delay but all the arrows fall without the initial arrow hitting.
Severing Lance [236C/D/CD]: Chronos dashes at the enemy for about 1/2 the screen. C version hits as he passes. D version starts in the air above Sato and goes diagonally downwards. SB version rushes at the enemy from fullscreen, hitting them multiple times after the initial hit. All versions have OTG.
Brain Shake [214C/D/CD]: Chronos appears in front of Sato, stands in place, and if the enemy gets near him, he shocks the enemy several times, pushing them away. C version pushes them more into the air, and the D version pushes them away more. SB does both. Inflicts Mute.
SP Skills
Poison Arrow [236236A/B/AB]: Sato fires an arrow diagonally upwards in the A version, straight ahead in the B version, and wherever the enemy is in the SB version. B version takes slightly longer to fire, but does more damage. SB version has A's speed and strength, but aims at the enemy, wherever they are. Inflicts poison if it hits.
Vile Assault [236236C/D/CD]: Chronos appears above the enemy and falls down onto the enemy at a high velocity, striking them with a wind blade as he falls. If the enemy is further than 1/2 the screen away, the attack misses. Automatically falls where the enemy is if they're 1/2 the screen (or closer) away. If Chronos is already out, he will do it where he is, unless the enemy is 1/2 screen or closer to Sato, in which case he will rise into the air for a few frames before proceeding with the move normally. A version is the quickest, B version takes a little longer but causes knock-down, and SB version causes crumple and has A's speed. Deals more damage if it hits when they're already down. Has a lot of recovery and is easily punishable on block.
Cruel Attack [j.236236C/D/CD]: Same as Vile Assault, but has virtually no start-up. Does significantly less damage than its ground counterpart. A causes hard knockdown, B causes ricochet, and SB causes hard knockdown and does as much damage as Vile Assault
Garudyne [214214C/D/CD]: Chronos flies into the air in a tornado, bringing the enemy with him, hitting multiple times before the tornado dissipates. A followup C or D will make Chronos slam the enemy to the ground from midair; C causes hard knockdown and D causes them to ricochet. A version has very little start-up and recovery but covers little space on lift-off, B version covers more area, and SB version does more damage with B's range.
Garula [j.214214C/D/CD]: Same as Garudyne, but has even less start-up and less damage. Better for continuing a combo due to the fact that Sato can act earlier than the ground version.
(Awakening Only) Heat Riser [214214A/B/AB]: Sato uses Chronos to envelop himself in flames and boost a stat for a brief while. Flames only hit at extremely close range, but being close in general will cause slight damage unless blocking. A version is almost instant, giving him Sukukaja, which increases general speed and some moves' recovery and startup. B version lasts longer, but the flames have more active frames, and gives Tarukaja, which increases his damage output for a while. SB version is almost instant like A, but even after recovery the flames linger for a bit; gives Rakukaja, decreasing damage taken for a short while.
(Instant Kill) Maelstrom [222CB]: Sato summons Chronos behind the enemy, who does an uppercut. If it connects with the enemy and is not blocked, they’re launched far up into the air. Chronos starts creating a massive wind tunnel which pulls the enemy towards the ground at an incredible speed. They crash into the ground going at an insane speed, creating a large crater, instantly KOing them.
A few combos:
(50 SP) 5A -> 6A -> 2AB -> 236C -> 5B -> 236A -> 214214C(C)
(75 SP) 2A -> 5AA -> 5C-> 236236CD -> 214A -> 6A -> 5C -> 214A hits -> 5D(D) -> AOA, ricochets -> 236236A
(150 SP, Fullscreen) 5B -> 236A -> 236CD -> 236236C -> 5B -> 236AB -> 214214C
(125 SP, Awakened, Corner) 5C (charged) -> (dash) 214214B -> 236B -> 236SB -> AOA(D) -> 5C -> 6A -> 2D -> 236A -> 2D hits -> 236236B
The Garu moves are awkwardly vaguely similar since both Rui and Sato are wind-users.
Posted.