In many regards, the combat system is as decribed here. The main difference is what happens when an attack is carried out when the defender's defense value is not zero (which it seldom is). Point 4 in the linked post says that the ratio between the actual defense value left and the amount of defense that would have been drained is the probability of the attack missing, but that has been revised so that the damange of the attack is decreased by that same ratio. The change was done to make the attacks more predictable.
Just in case there were any doubts about it, the bulk of combat will happen with moves. Attacks hitting is something that happens seldomly, and in return, the attacks do a lot more damage. Here's a short summary of some of the attacks and moves:
Punch: Attack value is UACMB (Unarmed Combat). It deals STR points of damage.
Knock His Teeth Out: Attack value is UACMB. It deals STR*2 points of damage, and consumes 6 IP.
Jump: Gives you 12% offense, quite simply. It's one of those base moves.
Float Like a Butterfly: Gives you 7.5% defense and 0.3 steps of advantage, but gives the opponent 1 IP.
Slide: Gives you 15% defense at the cost of 15% offense. Won't give you any defense if you're out of offense.
Charge: Gives you 1 IP and 3% offense at the cost of 8% defense.
Seize the Day: Requires the intensity to be 5 or higher, and that you have more than 75% offense. Gives you 0.3 steps of advantage and takes 5% of your opponent's offense, at the cost of 5% of your defense.
Flex: Only possible to perform when you have 6 IP or more. Gives you 20% offense, but doesn't cost any IP.
Evil Eye: Drains your opponent's offense completely at the cost of 2 IP and a whole lot of cooldown time. Removes two points of intensity.
Sting Like a Bee: Gives you as much offense as there is intensity in the relation (100% offense for 10 intensity), at the cost of 6 IP and and 8% defense. Resets the intensity to 0.
Feign Flight: Requires that you have 10% or less defense left. Gives you 2 IP, quite simply.
Throw Sand: Remove 2 of your opponent's IP at the cost of 40% offense.
Sidestep: Now gives one step of advantage, and costs 4 IP.
Opportunity Knocks: Reduces the opponent's defense by 30%, and costs 5 IP.
Push the Advantage: Is only possible with three or more steps of advantage. Gives you 1 IP, quite simply.
No Pain, No Gain: Still takes half of your SHP, but its effect is to give you full offense, and completely drain the opponent's defense.
Invocation of Skuld: Only possible when you have 10 IP or more. Gives you 20% offense and 1 step of advantage, at the cost of 3 IP.
Battle Cry: Only possible when you have 20 IP or more, full intensity and combat advantage (any amount). Fills your offense completely, drains 50% of your opponent's defense and gives you 2 steps of advantage, at the cost of 10 IP.