chris1 said:
Late Night Samurai Shodown 5.
Damn I had the cab volume set high when I fired up the cab almost woke up my wife..
I just got my Ass kicked by some guy with a hammer(didn't catch his name)..He's got help as I'm being held and another character slides at me..
He is called Sankuro Yorozu, and he's the mid-boss of the game.
Annoying bitch, eh... but thankfully, he's not very difficult to beat once you see the pattern in his attacks. He has three sidekicks whom he can call for help, two grapplers and one high/jumping attacker. The two grapplers hit/grab low, and Sankuro will call them whenever you are a) out of range of his hammer, b) standing on the ground and c) pulling off a special or normal move which has a long startup-time. He will call the air striker as soon as you're closing in for melee.
Rule of thumb: Don't let him fall into his annoying calling-sidekicks-eating-Sushi routine. When not in close combat, Sankuro will almost rhytmically call his sidekicks for help (pattern: grappler -> air attack -> grappler -> grappler -> air attack) to keep you away, then he'll produce a plate of Sushi and eat it which lets him regain a bit of energy, similar to Kensou's rice dumplings in KoF. For this to interrupt, you will have to do close combat = no Sushi for Sankuro-san.
Step 1 - Close in. Jumping at him will provoke him to call his air striker, so stay on the ground and keep an evade hop (b+D) ready to dodge the low grapplers or a Surprise Attack (BC) when close. If you're quick enough, you can jump over it and nail him with a jC, but pay attention to his air striker attack that he might pull off after you've landed. Block it high, then counter with a quick A or B slash or grab him with a close f+C grab, followed by a free Destroyer slash (press any slash button immediately after your chara releases the opp. from the grab).
Step 2 - His hammer attacks have a long recovery phase, so make sure you punish him after it. Better use an A slash or a quick special because Sankuro will try to pull off a sidekick special afterwards.
Step 3 - Counters are your friends. If you block one of his striker attacks, you have plenty of time to close in for a counter. Here, it comes in handy to know your fave characters' most damaging attacks, three or four of those block-and-counter attacks and Sankuro will be gone. He's not the most clever opponent out there, so if you "think ahead" and spoil his patterns, he can't do anything about it.
Step 4 - He sometimes falls for empty jumps. Simply jump at him but don't attack him, just land into a crouching position, wait until he pulls off one of his long-recovery specials and counter afterwards. Try not to land too close, tho.
Oh, and if you're tired of loosing against him, use Suija or any other character with air specials, stay in air most of the time and strike down when he stupidly pulls off one of his striker attacks.