Apologies for how much I was rambling. I'll try to recap and add things below.
- Smooth animations really are everything here. If the player character animation goes back to idle, players will assume the combo string has been broken. The recovery time after a swing should be a lot longer. Worse comes to worse you can let the player dodge cancel the recovery animation.
- Swapping between sword and fist should either be instant (probably best for a fast paced game like LFD,) or should only be (and mostly always be) possible when in idle. It felt extremely finnicky and I have no idea why.
- Dodge should not be E, that way the player can control all of WASD.
- Standard attacks should be predictable. I shouldn't be flying all over the place just by hammering the basic attack button.
- Non-standard attacks should have a point: IE, chase attacks, stun locks like juggles. It seems you have these but they're still very finnicky. Your running chase strike is way over tuned and should stop at the enemy it targets. Your upper cut juggle is probably fine, but at least right now there doesn't seem like much of a reason to chase them up to try to attack in the air. You might even want to add some sort of AoE attack, like a spin attack, to hit enemies all around you if you get surrounded.
- There needs to be better camera controls, such as turning the camera and having the camera face the enemy better while targeting. The camera does try to keep the enemy in view, but in my experience, targeting cameras tend to feel best when they try to roughly keep the player between them and the enemy.
- Something as simple as decreasing the jump gravity could go a long way into making the jump feel better. You can also reduce the jump strength to match if you don't want the player to go higher with lower gravity.