General:
1.) Stop and Go motion(SaGM). SaGM is OK when used properly on certain actions or sequences(Such as anticipation before the action of a sneeze) but for fluid fight scenes, it just doesn't cut out on this one. Nhazul(Among others) executed SaGM to their fight scenes successfully because the way they coordinate their movements and the impacts of the hits afterwards complement each other.
2.) It's not interesting. No SFX, stiff BG, and lack of easing.
Personal Note: SaGM just doesn't fit your style. Well, from what I've seen from you so far, this is what I can assume. Feel free to prove otherwise.
Attacker:
1.) Easing and lack of impact is the main problem here. His attacks only
look hard because of the camera shakes. When something hits hard, the build up(Anticipation), the reactor(Opposite motion of the force applied), and others(BG's, SFX, blurs, effects goes here) must coincide with each other and form a connection which then leads to your hard hitting action(Result).
2.) Okay, why is he floating for a long time on the air? I mean, he's doing nothing that makes me at least be amazed of the air time he's doing. In short, it's sloppy and stiff.
Personal Note: Arms are jittery near the end.
Reactor:
1.) He's literally just doing the same pose on the first sequence of movements. Why doesn't he react? He's just there asking to get beaten up which is OK when done properly but his fighting pose makes me think otherwise.
2.) Again, air time. Don't defy the laws of physics unless you have a good reason to.
Personal Note: Make him fight or something. If he's just going to get beaten up without doing anything, might as well just make him stand with a sign board stating "Dummy".
Also, I apologize for me being awfully late in submitting my weekly. I have no excuses to offer and I accept the fact that I'm horrible when it comes to time management but since the theme was "Over The Top" and build up was necessary, might I suggest that similar themes like these be monthlies? That's just me though.
Cheers~