There's still a long ways to go with designing the combat, enemies and stages.
Baconman gave a great rundown though.
I'm also thinking about changing the combat nomenclature a bit. Specifically Smash > Crash. I feel like it fits better and can safely remove some references to other games.
But if it's Crash attacks, then I might change Combo to Rapid so they don't have the same starting letter.
Wild adds some damage to all of your attacks. If it gets high, you will also receive more damage.
Rapid attacks are for damaging a single enemy quickly (though you can catch multiple enemies with it). It also builds up your Wild quickly. If you land a hit, you can control your trajectory as you pummel the enemy and increase your velocity as you land more hits and build Wild.
Crash attacks are for knocking enemies away, damaging multiple enemies and using the environment as a weapon. You can knock enemies into one another. Knock enemies into the environment for damage or bonuses. Or you can crash the environment into enemies. If you follow up Crash attacks with Rapid attacks, you'll build up bonuses more quickly. Add another Crash attack and you'll earn more still. Crash attacks use up your Wild to increase the damage they deal. Each Crash attack has special properties and can yield special bonuses.
Pursuit (I might steal this name, Baconman!) attacks are for striking multiple enemies and traveling quickly. They use up Wild too, but can build it as you strike enemies or breakable objects. You can get a large pursuit if there are lots of things to hit.
Probably gonna get Throws and Slams back in at some point.
A couple new attacks were added the other day: A breakdance attack and a double axe-handle (where you link your fingers together to make a big fist). Both of them were developed to allow you to attack and reposition yourself and the enemy in ways other moves can't. The double axe handle allows you to leapfrog over enemies and send them flying under you. The breakdance attack allows you to attack on both sides and move to different areas around the enemy during it.
Finally there will be Wild attacks. They are special attacks that require you to build up some Wild first. Likely, you'll pick one from several at the start of each level. These will have very unique effects like big strong attacks, cloning techniques, a dash that leaves a trail of fire, etc...
Also expect more dance moves to taunt the enemy and make your combos more flashy.
It seems a bit complicated, but the basic idea is to use Rapid attacks to pummel enemies and use Crash attacks to knock them into hazards. As you get better and require more functionality, delve into other attack types to fit your needs.
Knocking enemies into the environment generally yields a bit of life gain as well.
The different attack types will make more sense once enemy and level designs get better.
(also lots of this is in the middle of being implemented so just hold on a bit longer!)
Big update coming in June for Dream Build Play so Stay Tuned!
PS EDIT
Also, I'm still desperately seeking playtesters of all skill levels. There's a website called
WeGame.com. They have a downloadable client that allows free recording of games at a good quality. I use it for my vids. If you're feeling generous, please try the latest build and record yourself playing it and send the vid to me or to youtube. Thanks guys!