Phal F3+F4+B3, Judge B1 damage+tracer adjustments

This is a request to pull it into our OWN main branch, not PH's, so don't you email this Water. 

I figure we should start doing this and then discussing the changes here in the comments so we can come to a more resolute conclusion on things. Think of it as a practice run for the next 2 months.

I know technically we've changed to the framework and are (thankfully) taking our time now, but since the pull fucked up and Phal F3 is still kinda bullshit on live, I spent some time yesterday messing with it to find a better solution than reverting it to 2777 and making F4 useless again. 

### IMO F3's identity should be:
* Extremely risky startup (to facilitate the F2F3 break)
* Reasonably high damage (well, it's risky)
* Unsafe on block (to prevent fastspams)
* Hit confirms into F4 (to give F4 some actual purpose over FL)

### On live ATM:
* F3 multihits twice and rapier, and thus cannot be consistently countered on block.

### On the previous major patch (2777):
* F3's damage was comparable to a Ryo/Judge FL or Phal BL, only with a whopping 340ms of risky startup. While it's unsafe safe on block, it's self contained and can only (albeit inconsistently) chain into F4 on the LS.

### What I suggest:
#### Phalanx
* F3 tracers end at 0.185548 (0.34s) from 0.203548 (0.395s), making it multihit only once on Rapier+Longsword so that it can be countered out
of block, but hit confirms into F4 on every sword type.
* F4 damage 10 -> 8
* Swapped F4 with F4t2 so that Phalanx lingers longer before jumping back. Active tracer time should be very similar. F4 locktime 0.85 ->
1.05, F4t2 locktime 1.05 -> 0.85.
* F4 tracer changed to start at 0.042855 (0.06s) from 0.101446 (0.117s), changed to end at 0.116667 (0.163s) from 0.114491 (0.132s) so that it can be chained into from F3 more easily.

### TLDR/What this suggestion does
* Phalanx F3 multihits once and hit confirms into F4 (except on scim but fuck the scim). 
* It's unsafe on block (unlike 33XX), but is more rewarding on hit than 2777. The extra multihit also makes it so that F1F2F3F4 will not combo even against a newbie standing still and mashing mouse 1 because of knockback scaling, meaning mashing mouse1 leads to F4 whiffs.

Additionally, I made F4 linger a bit more before jumpback, making it unsafe on block. 

F1F2F3F4's F4 is now unsafe on whiff on the rapier, giving rapier fast spam a very easily punished opening if you parry the whiff, and giving players an easy introduction/way to exploit rapier's increased parrystun on forwards-- a weakness nobody exploits even at high level play tbh. 

F1234 does about 27~31 damage on rapier and 27 on LS, F3F4 does about 25 damage on the rapier and 19 on the ls.

Hopefully it doesn't suck.

PS: can we also discuss
#### Phal
* B3t1 damage from 15->18, t2 damage 20->25, t3 damage 25->30

#### Judge
* B1 tracer starts at 0.203088 (0.24s) from 0.250518 (0.297s). For comparison, 2777's tracer started at 0.150593 (0.178s).