Was really feeling it till the half way point
Looked promising with some solid choreography till you stooped to the having characters just warp in and out from your frame. The point where Makoto gets kicked into the air and no sooner does she disappear from the frame then she's on the ground rushing in with a punch is just one bad example. Not every fight needs to have people warping through the air to perform mid air combos.
What fights do need is a suitable climax to finish, or at least leave off on. I got no sense of who was winning the battle, nor felt that there was any hint that Makoto was in danger with that last kunai considering she had deflected at least 10 others. Pace your fights, build up to a climax and resolve it before you say "To be continued" and the result will be a much more engaging battle.