A bunch of your animation has instances where the camera is just zoomed out, not focusing on anything in particular (sometimes it's just completely still) which is a big no-no. You'll always want the camera to be focused on something. In shots like these (
This this and
this) the camera is just...sitting there and often too zoomed out. In a fight, you'd want the camera to constantly follow the action, which you barely have it do.
The intro was pretty eh, not much to actually comment on aside from the really wonky physics
here. You made your character jump in a straight line, yet he drifts to the side when he lands. Also the left arm in your idle keeps jittering, I'm assuming that wasn't intended, so please make sure you thoroughly look over your work before you submit it.
What was up with the intro you did for Mexo? He jumps up to grab his spear and then lands with it in the same position, yet you added some swing effect for no real reason.
Moving on to the fight, how did that first kick connect? Your character had his leg up so high, yet he lands perfectly even though with the way he was coming down, he'd probably have to put his hands on the ground in order to avoid kissing the ground. The way you made Mexo react to that hit didn't make any sense either, why would he twirl around after getting hit in the back of the head?
That radial blur at 0:14 was just that. There was no effect, yet you played that Ultra sound as if there was one and even if there was, your used way too much blur for anybody to actaully see it.
The attack following should have actually hit, but for some reason it didn't and we were just left with this really blurry pose of your character to show that he dodged the swing, even though he really didn't.
After that really odd flurry of swings, the first counter hit your character makes, Mexos spear just vanishes into thin air. There wasn't even an effect or anything, it's just there for one frame and then gone the next. The combo you did right after that had no impact whatsoever, especially on that uppercut since there was just no actual build up to it. Same with the kick, it's way too fast for it to feel like it had the amount of power that you want it to have.
This jump...how? Literally the next frame Mexo is already that high up in the air. He would have been hit by some of the fire before actually getting up that high in the first place. Also if the fire ended up not actually doing anything to him,
why in the world was he knocked back in the first place? It's clearly shown that Mexo can walk right through it like it's nothing, so why would he be pushed back before that?
Other than all of that, I don't really have much else to say. There are a few other things that you should work on like using
nested tweens.