I'm sorry for the low score, and I'll tell you why below. This is not a bad game...it does have potential...but there are some flaws that if corrected would make it A LOT better:
1. Please, FOR THE LOVE OF GOD, take out the random nature of the upgrades. If you're going to have upgrades then let the player choose them, not random chance.
2. Also, please take out the random nature of the new moves you get. In moving from stage one to stage two I got a new four move combo that looked all right until I found out that 2 of the moves had such a short range that they never connected unless I was EXTREMLEY close to an enemy and 99% of the time I got hit before they did.
3. This could just be because I'm playing the game for the first time or that I got a horrible move set going from stage one to stage two but you really need to tweak the power and special move usage of one of the enemy characters. I'm gonna call him "Tiger Man" since he has claws on the ends of his fists.
I'm not sure if it was your intention to make him hard to hit (almost impossible is more like it) he's the first boss...but being a mile away from him and still getting hit with like a 5 or 6 hit combo with no way to dodge/block and running the risk of getting stuck and being hit with it again and again as soon as you get up and losing almost half of your health after just ONE attack is kinda harsh; especially right out of the gate.
Also if you try to get some kind of distance to catch a breather (by the way that roll move you have is worthless) he has this charge attack that gives you no warning to at least try to dodge and even if you're on the opposite side of the screen it still hits you. I mean I beat him at the end of stage one, barely, but not when I encountered him in stage two.
So...in closing: Allow the player to choose his or her own upgrades and moves with points or money or something and either greatly reduce Tiger Man's attack speed, reach, power and take out his charge move...or put him in later on in the game...like around stage 10 or something. Also, since the roll move you have is pretty much worthless, I'd recommend putting in a block function instead.