It's come to my attention that many players want a standardized property system; which, off course, will be assigned to the moves list. Here is a working outline.
iFC - Instant Full Crouch. Moves, typically lows, which recover in a full crouch.
KND - Knock Down. Obviously, any nuetral, standing move that knocks down the opp.
uKND - Uppercut Knock Down. Another KND variant relative to Uppercuts and how they react. May/may not use, depends on system.
fKND - Facial Knock Down. Yes, I find it humorous, too.

In the vids there was a new falling animation where they would slide back on there face. Not sure if it provides HsT or not, but probably not. Anyways, again, it looked to provide spacing and movement options. May share properties of pKND.
pKND - Power Knock Down. Anything which KND's, but puts you into a wall, death trap, whatever. I, myself, am unaware if moves which wall hit are universal for DT's or not. It seams as though, but there may be exceptions.
ntKND - No Tech Knock Down. Any KND which cannot be tech rolled.
JG - Juggle. Any launcher or juggle starter. Many will probably have pKND properties.
BN - Bounce. A launcher/juggle property much like JG. Although, it launches from a bounce, not a standard pop up. May use as a prefix to JG - aka bnJG.
WH - Wall Hit. Moves which cause a wall hit on a nuetral or standing situation.
jgWH - Juggle Wall Hit. Any moves which wall hits durring juggle. May share pKND.
SsT - Soft Stun. Any move which causes a stun that can be escaped with block, a breaker or whatever. May seam trivial, but if D has improved movement then certain moves may concure with actual princaples of movement.
HsT - Hard Stun. Any stun that cannot be escaped. Freeze, spear, kiss, etc.
UB - Un-blockable. Any move that is unblockable IE Dairou's f,b,d+1.
PA - Projectile Alteration - Property which causes a nullifaction or alteration to projectiles.
I have completed, in html, all off the moves lists. Now it's a matter of assigning ranges and properties to them; which will take some time. I understand some properties may change due to further understanding of the mechanics. This should give a good idea of what to expect, though. The complete moves list with properties and ranges will be presented soon.
Note: I've had to deal with a family emergency/issues these past few days, so I'm sorry for not having all this locked down a little sooner.