Phalanx adjustments from nightly playtest

Phalanx:
F1t1 wasn't hitconfirming properly, extended tracers about 20ms towards
the end, and lowered locktime by 100ms (really don't want it below 0.3,
or to extend the tracer for any scim multihits).

Xehanoth got me curious, so I'm trying out my own iteration of B3. It
does 18~25 damage depending on sword type, and is a quick adv move to
function as a low-startup alternative to the highest-startup fast
forward in the game, Phal Fast 3.

I'll probably tweak the damage to be a bit lower later, but I'm
satisfied with the current locktime+startup (active frames could be
trimmed towards the end though).

It provides other Phalanx' with a decent mixup option at string 3, is an
interesting speedy reset for Jian (could be cheesy, will poke at it
more), and provides Foilanx with a much needed riposte at string 3.
-----
Otherwise, nothing else in reaction to tonight's nightly playtest. I'm a
bit iffy about:

1. Pure's new FRt1. It should reset more if it's going to be that quick
and accessible. I think if you REALLY want an adv/pushing tool that
doesn't reset you should look into retooling F1t1.

2. I also believe that the knockback on Ryoku's heavy tier t2s/t3s
didn't need such a big adjustment. Other than those two, I've no
solidified opinions just yet.
---------------
From here on out, I'll be focusing on changes in reaction to nightly,
and trying to come up with an inventive redesign of the Jian and LS.