Sato's goal is to keep the enemy mid-screen so he can hit with his arrows and have Chronos push them back with his long-ranged wind attacks. He has a meter above his SP gauge which shows how much wind Chronos can use at the time. Running out causes the meter to automatically charge to full, though slower than if it was manually charged.
Health: 9500
Persona Cards: 5
Playstyle: Zoning/Keepaway
Dash Type: Run
Air Movement: 1 Air Dash, Double Jump
Normals:
Amrita (Furious Action): Chronos creates a circle of wind going upwards around Sato that knocks the enemy into the air and heals Sato of any status ailment. Restores 5 SP per ailment healed. Uses 8% of Sato's HP.
All Out Attack: Sato spins forward, bringing his heel down on the opponent. Hits high. It covers roughly a quarter of the screen and has bad start-up, though good 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 to the ground after the punt.
5AAA / AA: Sato chops quickly, knees the enemy. and then does an upwards kickflip, lifting them up and him backwards a bit. After which, he fires several arrows up at the enemy before going into a Severing Lance B and then Vile Assault.
2A: Quick low kick that can hit three times before it whiffs.
6A: Identical knee attack from 5AA, slightly slower with more hitstun.
5B: Fires an arrow forward.
4B: Fires an arrow diagonally down during a backstep. Knocks down on Counter.
2B: Fires an arrow upwards diagonally. Anti-air.
j5A: Standard midair kick.
j5B: A wide midair kick aiming diagonally downwards.
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 swings its scythe quickly. Can hold it for more hitstun and damage.
2C: Chronos fires a disc of wind at the enemy, covering three-quarters of the screen. Uses 20% Wind Meter.
5D: Chronos summons strong winds around him where Sato is standing to charge the Wind Meter. Stays out for several seconds, but D can be held to keep him out. Without holding D, it refills 40% Wind Meter. Sato can act while Chronos charges. Chronos can do several moves while in this state:
-> 5D(C): Uses 20% Wind Meter. Launches a wall of wind at the enemy. Absorbs other projectiles but disappears if it does so. Goes 3/4 the screen.
-> 5D(D): Uses 20% Wind Meter. Launches a wave of wind along the ground, hitting low and tripping the enemy. Travels half the screen before ending.
2D: Uses 15% Wind Meter. Chronos spins towards the enemy in a small tornado 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 and occasionally combo extending. Can hold D to delay even further. Inflicts panic.
j5C: Chronos slices the enemy in midair with its scythe. Maintain's the enemy's altitude.
j5D: Uses 15% Wind Meter. Chronos spins around where Sato currently is in a small tornado, launching the enemy away after the final hit. Can delay by holding D. Inflicts panic.
Specials:
Velvet Revolver [236A/B/AB]: Sato fires several arrows at the enemy at once. If 10% Wind Meter is available, the arrows loop around and pull the enemy towards Sato, but otherwise they just hit. A version only pulls them a bit, while B version pulls them a lot. SB version is simply faster/stronger and pulls them a distance somewhere between A and B's.
Arrow Rain [214A/B/AB]: Sato fires an arrow straight upwards, which instantly comes back down and hits where the enemy is. If it connects and is unguarded, several more arrows fall onto them. A version hits instantly, B version has a second delay, and SB version has the multiple arrows fall with the first arrow.
Severing Lance [236C/D/CD]: Chronos rushes towards the enemy with the lance's blade in front of him. Knocks them down similarly to a sweep. A version is a simple slide across the ground while B version has Chronos come from above Sato and diagonally fall towards the enemy. SB version appears behind the enemy, even if they're in midair.
Swift Strike [214C/D/CD]: Chronos glides behind the enemy and slashes at them with its scthe, knocking them towards Sato. High range on the scythe attack. A version has him go about half-screen, while B version goes full screen. SB version goes to where ever the enemy is.
Supers:
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. C version is the quickest, D version takes a little longer but causes knock-down, and SB version causes crumple and has C'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. C causes hard knockdown, D causes ricochet, and SB causes hard knockdown and does as much damage as Vile Assault.
Garudyne [214214C/D/CD]: Uses 75% of Wind Meter. 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 hit the enemy to the ground from midair; C causes hard knockdown and D causes them to ricochet. C version has very little start-up and recovery but covers little space on lift-off, D version covers more area, and SB version does more damage with D's range.
Garula [j.214214C/D/CD]: Uses 60% of Wind Meter. 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]: Uses 100% Wind Meter. Sato uses Chronos to envelop himself in high-force gales and boost a stat for a brief while. Gales 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 winds 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 winds linger for a bit; gives Rakukaja, decreasing damage taken for a short while.
Malstrom [222CD]: Requires 100 SP and matchpoint. Chronos charges a bit before lunging forward and slashing upwards with its scythe, launching them high into the sky. Chronos then appears above them while they're flying up and spikes them into a massive tornado which sends them crashing into the ground at an incredibly high speed. They make a crater when they hit the ground.
I imagine Aiko and Akari fighting like one character, where D switches between the two. Aiko would be more offensive and deal more damage, while Akari is more defensive and has better options.
Anyways I should probably post tonight.