Not bad, but there is room for improvement
The choreography, while technically sound, seemed to lack a degree of hard-hitting ferocity. It was colorful and quick, yes, but it didn't look like any of it really HURT. It all went by too quickly. You shouldn't just stab. Take the time to twist, as well.
Personally, I don't think that interrupting action scenes for frivolous dialogue is a good practice. Once punches start flying, the time for textual banter is over. It just serves as an interruption at that point. If you have a particular feeling or thought you'd like to express, do it physically using body language if possible. That's just one of my nitpicky pet peeves and is purely subjective. Feel free to disregard.
As for the presentation, you should zoom in a whole lot more. Resize your stage floor area if need be. The entire fight took place on the lower third of the screen. Your action should always be somewhere near the center. It obviously doesn't have to be exact, but you at least want to try to match the screen position found in the source games if not more centered. If the issue with that is that your vcam can only go so far down before it shows blank space under the stage, then scrap the pre-existing stage sprites and build one yourself. Either that or find a thicker floor.
Also, your menus are a bit buggy. I had to click around a LOT to get your bios and other extras features to work.
Your preloader looked pretty sweet, though. Kudos for that.
R1665