I believe most people already know the reason why not many ppl use Shinobi or why these hero only have 1 tactic that require constant tech dodge and reset which is time consuming for both sides. The good things that this hero only need couple fixes to give them alternative strategy that also make the fight less tedious.
1. Faster Recovery time after getting hit
Ever wonder why sometimes you can't block follow/parry up even though you already predict and knew the direction? well Shinobi occasionally stumble much longer than it should that make them ate most follow up (even zerker/ cent heavy). The problem is that i can't pinpoint the exact moment due to lack data, yet this problem can be simply fixed by reducing recovery time by couple ms.
2. Ability to Cancel Long Range Heavy (without landing 1st heavy)
Nuff said, we need an actual long range pressure instead of sickle-slinging showoff
3. Reduce Long Range Heavy/GB parry punishment
Both mechanic are somewhat ok before grab-after-parry-nerf patch. Nowaday, both move (especially GB version) are officially the most punishing moveset on For Honor (it beat Lawbro Long Arm/ Shugoki Demon's Embrace)...yes it is that bad especially GB version that allow slow or exhausted heavy to get a safe hit after getting countered.
For this situation, reducing shinobi long range-parry punish to light, and long range-gb to fast heavy would be the most logical decision. If dev want to keep GB version as it is, at least add unblockable properties since there are many things in this game that can screw this move, making it not worth the risk.
4. Fix Sickle Rain Tracing
FFS this one moveset are so random when it comes to tracking, sometimes you can catch people in mid-dash with it, sometimes you don't.
5.Actual smoke effect during double dodge
The reason why mid-high tier Shinobi kept abusing Tech dodge (both smokeless and chain dodge) is because their entire moveset are so easy to predict, hence the best way to land hit is to bait and counter enemy move and tech dodge are the best way to get that result.
adding conceal effect via smoke from double dodge (instead of current fart effect that does nothing) will make the dodges harder to read that allow shinobi to engage without relying on techs. The smoke will hide at least %ms of any move done after dodge, which mean faster move like light attack or another dash will make reveal shinobi much quicker compared to kick/ heavy.
as a shinobi main,
I only have problem with the recovery rate,
The long range is just for occasional poking when theres a chance, we dont need long range combos it'll just break the game
the GB punish is good, it separates us good shinobi from newbie sickle rain spammer, even I slap myself everytime I got punished by GB while saying (that was fcin obvious why did I do that)
sickle rain tracing is fine, just ping between you and the dashing victim,
no problem that enemies can see my dodge, the distance covered is whats important, if you wanna go invisible go play naruto, this is for honor.
1. I never ask for long range combo, but i ask the ability to feint long range like what you can do when landing 2nd long range. These feint are crucial since you can transition to dodge while luring enemy awareness beforehand which end up in higher precentage of landing kick or gap closer.
2. the Punish for both long range heavy and gb is just too much for an assassin.
3. Good player can easily react to shinobi kick since it need a preparation + long animation, while other option such as heavy/light & gb after double dash also has the exact same problem which make double dodge on par with orochi prebuff storm rush where the enemy are able to read your pattern miles away
Even worse, sidestep is pretty much core on shinobi since long range are unreliable due to punish and inability to feint and Nobi poke characteristic make them really hard to put a pressure since their moveset does not have any actual follow up...not to mention that heavy feint has a sh*t animation as well.
This situation make tech dash abusing (both smokeless and chain dash) is the only way for shinobi to get a proper opening. Not only that, nobi also heavily reliant on countering enemy moveset which is the main reason why dueling vs shinobi took forever on many occasion
Last one, im not asking for invisibility but rather a way to conceal your move just like orochi new storm rush. Add those effect at 2nd dodge allow shinobi to land a hit without the need of tech & bait tactic.
Rep 54 Shinobi here , just throwing my two cents here “ no pun intended “. I have come to the conclusion that Shinobi needs a midrange tweak to his kit. As of now he can perform quite effectively at long range and close range. 2 or 3 moves added to his kit that help close the gap between long to mid and mid to close, in my “ opinion “ will balance him out. Of course his recovery time and overall defensive capabilities need a retweak as well. The tracking and speed on some of his heavies is way to slow for his class. Furthermore the moves that I suggest be implemented into his kit should be defensive offense. Meaning they won’t inflict damage, but will either stun , unbalance, or knockdown opponents. I also suggest a replacement zone attack. His old minions heavy attack. Make it have an unblockable propety and swing around 3 times. This will be most valuable in anti gank situations.