Here's a preview of upcoming changes. You can play with these changes on the nightly branch.
We're currently testing these changes on the Nightly dedicated server.
Dash will no longer be usable immediately after an attack. Each attack you do will essentially count towards the dash timer. This constraint adds some really cool situations when we were testing, for example being the defender and blocking, the dashing in after an opponent finishes his string for a grab. In the current live game the attacker would simply dash away to safety. This is no longer possible in nightly. As a side-effect, it's now possible to corner somebody, and spacing suddenly becomes important without the use of dash always on tap.
Katana will take 1 chip damage when blocking. This is to give the Katana user a ticking clock for every time he uses block. Due to this, as the match progresses block becomes more and more expensive to use. In extremely low health situations, the decision to use block becomes critical.
Ninja stars bounce of players who charge to tier 2 and above. This is to give another way for players to rush down ninja star throwers. So long as you're in tier 2 by the time the star hits, you'll be immune to it.
In conjunction the ninja star throw animation requires holding the button and can be canceled after 1.0 seconds. This is to allow feigning a star, and to break star stalemate situations where both players have made a decision to throw the star except one player did it too late.
Grabbing another grabber will cause knockback. This is to prevent silly situations where both players are trying to grab as fast as possible while staying in the same spot. This also has a new animation.
Movable attacks. Judgement's side heavy attack is now completely mobile at 75% the normal run speed. He can jump, land, and walk all within the same attack. Like-wise Phalanx has new Balanced side attacks that are also mobile, at 15% faster running speed. Ryoku may get a mobile attack soon.
Turning rate reduction duration when hit is lessened. This is not on nightly yet, but we're trying to reduce the turn penalty to bring back game fluidity.
Judgement's balanced left and forward attacks are slightly slower to start.
Ryoku's balanced left attack is slightly slower to start.