Definitely a bit too early in development to give any feedback you probably don't already have in mind, but a few things from just the gameplay loop:
It felt like the delay between swings was a touch too slow, a bit of a speed-up could definitely help the game feel a bit more complex with the action (allowing for slightly more executable attack and dodge combos).
It would also be a good idea to start the player with uppercut and ground slam, so that the s_chrg is understandable early.
A couple of bugs:
If you let the enemy heal a little bit before killing them, it can sometimes create a duplicate enemy, meaning you get two pieces of loot for a single kill some times.
Correctly timing an aerial attack while wall-jumping cancels out the flip on the x-axis, meaning you can infinitely wall jump on a single wall.