Quoting Dandu, so my post doesn't end up being out of context this time.

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En Garde
[General], [Fighter], [Tactical]
Prerequisite: BAB +3, Combat Expertise, Dodge
The En Garde feat allows for three tactical maneuvers.
Lash Out: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand. When you make a melee attack with one or more melee weapons (including a standard attack, full attack, combat maneuver, or even a strike maneuver) with a weapon wielded in one hand and nothing in your off hand, you can make an additional attack at your highest bonus with a -5 penalty. This attack uses your weapon and deals damage as normal.
Riposte: To use this maneuver, you must designate an opponent with the Dodge feat. Whenever this opponent misses you, you may make an attack of opportunity against him.
Dynamic Entry: In order to use this feat, you must make a dashing entrance of the type that would make ladies swoon, such as swinging on board an adjacent ship via rope, crashing through a stained glass window into a church, or dropping into a ballroom from atop a chandelier. When doing so, you take no damage from falling or debris incurred by your actions.
Derring-do
[General], [Fighter], [Tactical]
Prerequisite: BAB +6, Combat Expertise, Dodge, Mobility, With One Hand Behind My Back
The Derring-Do feat feat enables you to perform two tactical maneuvers.
Fence Like A Devil: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, and reduce your movement speed by 5 feet. As a result, your gain an extra 5 feet of reach with it.
Parry Like A Fiend: To use this maneuver, you must reduce the number of attacks you make every round by one. This allows you to apply the Dodge feat to one additional target per six points of BAB you possess.
Dance Like An Angel: In order to use this feat, you must take a full round action to display your skill with your weapon. All onlookers within a hundred feet must make a Will saving throw (DC 10 + 1/2 your character level + your Dex modifier) or be fascinated for 1 round.
Singlehanded Victory
[General], [Fighter], [Tactical]
Prerequisite: BAB +9, Combat Expertise, Dodge, Mobility, With One Hand Behind My Back, Derring-Do
The Singlehanded Victory feat enables three tactical maneuvers.
Sure Strike: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, and not have designated an opponent with the Dodge feat. In return, you may treat your weapon as if it were wielded in two hands, with the additional benefit of being able to make combat maneuver checks with it. Combat maneuver checks that your weapon was already capable of making recieve a +2 competence bonus.
Good Placement: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, and forgo your Strength bonus to weapon damage. In return, you may apply your Dexterity bonus to your weapon damage.
Blade Flurry: To use this maneuver, you must wield a weapon in one hand and not benefit from a weapon or shield wielded in your other hand, move no more than 5 feet since the end of the last turn, and have designated a target with your Dodge feat. On each successful melee attack you make against the designated opponent, you may choose one square you threaten that is adjacent to him and apply your attacks to creatures in those two squares equally. You may apply these extra attacks on attacks of opportunity, but not cleave attempts.
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Lash Out: Specify an attack action, so AoOs (which are not actions) can't all be double hits. Unless that's your intent, but that seems a little too strong.
Riposte: This is a powerful ability that many
prestige classes (like Blade Bravo) don't give until 2/3 the way through them or even as the capstone. This does not belong in the 1st feat in the chain, IMO.
Dynamic Entry: You originally had it as those viewing were Fascinated for 1 round (I think, it was really late, might be imagining that). I was fine with that, don't know why you changed it.
Derring-do: Change it to "...perform three tactical maneuvers..." Change With One Hand Behind My Back to En Guard.

Fence Like a Devil: It went from "can't have moved more than 5 ft" to "reduce speed by 5 ft"... It really didn't need a buff, getting reach is quite good, I think you should change it back, reducing speed by 5 ft is pitifully trivial.
Parry Like a Fiend: I still like the idea of "infinitely many dodge buddies, but only those you're in melee with and you can't count others past the first for abilities that work on foes you're dodging" I suggested, but this is simpler and seems balanced.
Dance Like An Angel: It'd be fine if it lasted round/BAB, as long as you concentrated on (standard action, as usual) maintaining your display. Fascinated is easy to break if anyone does anything threatening, it's not that powerful a condition.
Singlehanded Victory: Also needs to change reference to En Guard
Sure Strike: It's confusing and I don't like it. I don't think this character should be str-based, so giving 1.5x str bonus to damage seems unwarranted. Getting the +4 bonus on disarm (and sunder? hell if I've paid much attention to the sunder rules...) for 2H is fine. Using a rapier or whatever to bull rush, grapple, over run...is just strange. I suggest: reword it to only benefit "graceful, swashbuckler-y maneuvers" like disarm and trip and get rid of the str x1.5 bit completely, and swap this tactic with Riposte from En Guard, as Ripose is a high level ability, and this modified tactic would not be.
Good Placement: It's fine, no issues.
Blade Fury: I can't remember how, but I think this is different than the original....Did the original version require the target to be a dodge buddy? Anyway...I was fine with the original version and I'm fine with this one as well.
Overall, great work!