Looking good Zeg. Some constructive feedback:
I like to walk into an enemy and attack it. So it annoyed me that I had to stop to punch. I suggest that you make that attacks override movement controls.
Sometimes I got the impression that the captain wouldn't attack, while I was clearly mashing the s button. I suspect that when in a combo, you're checking if the move will connect, before executing it. This felt like control was taken away from me, the player, and like I was cheated out of a move. I suggest to always execute the move and only allow the player to move forward in the combo when it actually connects.
Love to see what you make of this. Are you going to look for a spriter next?