I have to ask because you animated two completely different things, are you looking to go into animation for film or animation for game development?
Both studies you did were excellent for their respective fields, but they have contradictions in build up and emphasis. You can most easily see this in how long it takes for the Mumen Rider to pull back his fist and throw it. The force behind it can be practically felt in your seat as he throws his entire being into the punch. Alternatively, Ryu's jabs and kick are very quick with almost no build up, because a game has to be responsive enough that it doesn't feel like there's massive lag for the player. In fighting games especially, sacrifices have to be made to the build up so that the hit boxes are appearing almost immediately after a button is pressed, meaning the amount of time for build up is only 1-3, unless the skill is balanced by having a wind up (see: Captain Falcon in Super Smash Brothers).
Although the animation for Ryu you've done is very accurate to the game, and a fantastic example of animation in video games, it's teaching you the opposite of how you would be animating a film.