Phal F2+B3, Ryo A1, Pure FR+H2 changes

So it was suggested that we change the name of our branch to clarify that our suggestions aren't decided by community vote like our first pull request + prior meetings. These suggestions were brought to you by Taz, Water, Sader, Xehanoth, Whoarts, Skeleton, and Jk2Legend. (Of course, it's 3 AM and I have no idea how to rename a branch, so have a brand new branch instead.)

Anyway. we typically drag whoever we can find on live to playtest with us, and so I tend to write a couple of notes at the bottom of our patchnotes doc here: https://docs.google.com/document/d/1TrkxySRS3zj0_V0dcxx5YYnUcgBhU-Tbtw1yI14TtFI/edit

More community feedback can be found in these threads:
http://steamcommunity.com/app/225600/discussions/0/616189742761537449/
http://steamcommunity.com/app/225600/discussions/0/619568192762714180/
http://steamcommunity.com/app/225600/discussions/0/619568192767622524/

Changes:
Phalanx:
F2t1 knockback scale 0.75->1.0
Not needed. Doesn't do anything at all but give opponent less breathing room between F2
and F3

B3t1 knockback 1.3->1.2x
B3 knockback was too high, really safe on block and pushes opponents a mile away for no reason.

B3t2 locktime increased to 0.7
B3t3 locktime increased to 1.0
B3t2t3 do great damage on rapier (20/40 respectively) and whiffed with total impunity, it needed more locktime to compensate.

Ryoku:
Air 1 reduced damage from 24 to 17

Pure:
FR locktime from 0.6->0.5, knockback from 0.5->1.5
Combo'd into itself on Jian, gave it more knockback to reset and less locktime to make it accomplish its goal better+not do that

H2t3 animation reverted to H2t1's
Insane damage on scim, no time to tinker with that