Are we going to have Crossblade or something with the same function combatwise? I don't know if it would be that useful now that you can cancel between weapons without it, but having more options is never a bad thing. This way you could reset your crossovers mid combo to do more crazy stuff and stay longer in the air, I guess.
Someone asked something similar earlier.
The short answer is: Not intentionally (much like Crossblade Canceling wasn't intentional).
The long answer: No, BUT, there are various ways to get a similar effect (so in a way, Yes). We tried hard to remove as many exploits as possible because traversal is even more important this time around. Crossblade Cancel (in its original form) would totally wreak havoc on many of our puzzles! We knew, however, that players loved the freedom it gave for creating combos so we definitely implemented a few alternate ways to cancel out of your move but keep comboing.
Examples:
Dashing (first and second) extend the time in which you have to combo the next hit. You can actually hit, then dash, then dash again, then hit, and it will still count as a combo. We made this part lenient because dodging is a huge part of combat this time.
Also, if you Dash/Evade, and hit a button while holding forward, you will do the designated Dash move. But, if you go neutral on the stick immediately after the Dash/Evade, you will instead do the normal attack (as if you were just pressing X or Y while neutral). We did this so you can dash and hit X or Y at ANY POINT during the dash (from the first frame to the last) and still get your Dash-specific move out, while still having access to your basic attacks if you DON'T want to use the dash attack.
In addition, using the Buckler (one of the Melee weapons), you can charge-cancel almost any move. While you can do this with ANY weapon (Heavy or Melee), the Buckler serves your intent better because of its charge functionality.
Canceling with a Gear item also works. Since Deathgrip recovers the moment the hand closes (on whiff), or retracts (on hit), you can use it to cancel out of moves. That being said, unless you are actually gripping an enemy, it's more beneficial to just dodge/evade.
There aren't many moves in the game that can't be evade-cancelled (or charge cancelled, or gear cancelled, or Wrath cancelled, or Reaper cancelled, or even horse-cancelled!) so finding ways to link things together in unique ways is really open-ended. One of my absolute favorite starters in the game is Scythe > Heavy Crossover (Cyclone) because it skips the initial windup of the first Heavy Strike and goes right into a Heavy 360 Strike. You can also do Scythe x2 - Heavy Crossover, or Scythe x3 - Crossover, or any of the delay Scythe chains into Crossover. Heck, you can even do the Heavy Crossover directly after the Dash Scythe (Harvester Revenge - the one in videos where Death tosses his Scythe in front of his body and follows it).
You can do things as basic as Dash Scythe (Harvester Revenge) - Cyclone - Dash Cancel Harvester Revenge - Cyclone... (repeat...)
... to Scythe x3 - Cyclone - Flip Kick Cancel (both you and enemy go into air), Meteor Strike (airdash down to the ground), juggle with basic Scythe x1 - Dash Cancel into Harvester Revenge - Cyclone - Hilt Strike (Y after Cyclone), Dual Upper (focus + back + X) to launch the enemy overhead behind Death - Dash Cancel forward (AWAY from enemy), Deathgrip them back to you, normal jump (to meet them in the air), X,X,X (to slam them back to the ground - another Scythe x1 - Dash Cancel into Painbringer (Dash Heavy) which bounces them off the ground, full Scythe Combo (to the knockback finisher) - cancel the recovery into Teleport Slash (to both hit AND get close again), to Execute.
The system is pretty free-form so while we don't have the block button from Darksiders (or Crossblade Cancelling), you should have no problem making Death look good!