

@deathtocakl Yeah, I noticed a lot of her lights and heavies can hit walls really easy for some reason, didn't know if I was encountering bugs or not considering the first day of playing her I was sucked through Beachhead's bridge and was under the map for a few seconds.
So first off, my opinion on Pirate is that she is quite great. Fun to play with a nice mix in her kit, really cool flow. Few issues I have is that her gunshot can be chained after a wiffed heavy and chained out of on miss, making it quite hard to punish which I find odd. Also the time to chain out of the pistol blast is very strict and oftentimes I will try to chain out and do nothing. Her feats are nuts, and definitely the 3 and 4 need some tuning. 40 damage and a throwing knockdown is crazy, ricocheting and high damage bleed rounds is kinda crazy too, but I trust ubi will nerf it shortly after the exclusive weeks end.
As for the intended topic: I have been playing her in dom quite a bit and noticed she hits walls like A LOT. It's like she has a vendetta against the things because holy cannoli she doinks off of every solid object in a 5 ft radius of her it seems. Anyone else notice this? I have hit more walls with her than I have using any of the polearm characters or even Kensei, I swear.
@mcbooma16 These are some really good ideas. I agree with pretty much everything you say here, even your damage change suggestion for Death Point Strike is really good.
I had no idea what to do to sweep but making it into a mixup with his unblockable is actually kinda cool and really interesting, and in that case it might also be worth it to slap hyper armor on it so you cannot get smacked out of it, especially in team fights.
@deathtocakl I honestly thought his heavies were not standard speed, they look so slow. Must be that, like the rest of his moves, they are super telegraphed. Also I did not even consider his recoveries needing buff, but yeah everything recovery wise is pretty bad.
Introduction-
It has been a while since I have posted, but recently started playing shaolin again after putting him down for a bit and he is just so bad now. He feels slow and sluggish and has literally 0 chain pressure, but that all said he doesn't need a rework. He doesn't need a rework ubi, he needs a buff, just to update his kit a bit. Here is what I believe he needs, some of this is taken from what others have said and a little of it is mine, I just wanted to put this to paper, so to speak.
Base Kit
Opener lights now are enhanced.
Shaolin's opener lights are highly telegraphed, despite being standard speed, they are extremely easy to block. Furthermore, a backstep light tech doesn't work in most cases due to shaolin not moving backwards very far, and striking with a bo staff gives him a lot of range, hitting the opponent anyway. Making his opener lights enhanced would allow him to enter Qi stance easier, and initiate chains without having to play defensively the whole game. (and as a note this would be fine with the triple lights on side, because they would only be guaranteed on a hit, so it would take the skill of the shaolin not to throw an obvious second light, much like a warden missing their first light on side.)
Opener/Chain heavies are faster.
I am not gonna say how much faster, as I don't have the capability to test that, but they need to be a bit quicker, both openers and chain heavies are slow enough to reaction parry and they have no pressure on the opponent to do so outside of low skill. The only useful heavy shaolin typically lands is the finisher, because it isn't expected. Making his heavies like 100 ms faster, maybe more would help with his pressure without being oppressive.
Side Dodge Heavies
Now can chain into Qi stance and initiate chains.
Probably the most requested change I hear from shaolin players. His dodge heavies are quite useful in ganks and in 4v4 modes as a whole, but they are hard stops right now with now way to chain out. They also are the only base kit move that cannot go into Qi stance, making them a weird flow killing point of the character. Allowing chaining out of them, AT LEAST into Qi stance would make shaolin flow so much better offensively. Plus they could just use the animation for the side heavy flow into Qi stance with little tweaking and it would look fine.
Qi Stance
Crushing counter lights now initiate chains on successful hits.
Another major issue with shaolin is the only forms of pressure they have exist in their Qi stance, and those forms of pressure are defensive, single mindgames that also are hard stops leaving you at most in frame advantage. Allowing the lights to chain out on successful hits would mean they would still have to land to keep flow going, maintaining the skill required to use them and not turning them into an avenue for pseudo-light spam. As for whether or not they should also be able to chain into Qi stance again, I am unsure and will cover why later in my maybe section.
Unblockable heavy from top and heavy following sun kick now initiate chains.
Both of these moves I also believe should initiate chains, but at all times, even if they miss (obviously not if they are parried). They are fairly slow unblockables and the one after sun kick isn't even guaranteed, but they both can be feinted. Allowing these to initiate chains would allow shaolin to continue pressure after the punish and increase the flow of the kit. Again, I am unsure if they should also chain into Qi stance.
The "Maybes"
There are a lot of things that could be done with shaolin's kit that I am unsure of. The ones listed above I believe should be absolutely added and if it was just those, I certainly would be happy. No real need to slap an undodgeable/bash mixup into shaolin and turn his kit into every other new character. Listed below are possible changes he could have, but I am unsure as to how they would affect the character as a whole if at all.
Sweep attack following sun kick now is hyper armored.
Not guaranteed, the sweep is designed to catch opponents who aren't paying attention off guard and to be used in anti-ganking situations by swapping targets. At least that is what I have grown to see the move used for. Giving it hyper armor would allow it to be swapped a lot more and function better in ganks, but I don't know if it would even help at all.
Adding a mid chain-bash to his core moves/giving his chain heavies some sort of property like undodgeable.
I said it wasn't necessary but it still would help. I personally believe shaolin does NOT need this change, but if they would want to add more pressure to his heavies by making them undodgeable or something, that COULD be a way of doing it.
Adding a forward-dodge bash to core kit.
They could just recycle the sprint-kick animation for this and it would be fine. Giving him a way to open up blocking players isn't too necessary, but would be somewhat welcome as a change. I don't know how I feel about it though.
Allowing Qi stance attacks that chain to also chain into Qi stance.
I didn't put this in my original suggestion because I don't know what kind of things that could open up on the kit. Basically allowing the attacks I suggested that chain to also chain into Qi stance if you held them down again for more control of flow on the kit. I could see so much going wrong here, how would this work with how Qi stance is inputted in game? Would this open the doors for spam? There are just too many questions for it and I think he could survive without it.
Conclusion
If you read this far, thank you for your time. Shaolin is great fun and I would love to see him updated to a state of usability without becoming another Raider/Orochi fiasco of rocketing him well beyond the capabilities of the current roster. It is my belief the few changes I suggested that were necessary would honestly be enough for the character and would make him usable but still leave in that skill requirement of the character and maintain their identity. I maintain the belief he does not need a rework, just a buff pass to make their kit more usable. Let me know what you think, and I hope your day goes well.