I wonder why this thread hasn't been more about critique and less about hips.
He wasn't so successful in color conservation, he was using two colors in a few pixels, therefore semi-wasting. The cloth and skin palette shouldn't tie in so strongly, in my opinion. The biggest problem this has is anatomy and center of gravity, hence my edit
I suggest studying the fundamentals of the construction of a weighted, human body a bit more. Neck, legs, face, chest, most of all.
On other points, your highlights are not shaped in any suggestive shape as far as shapes go, and shapely she is, yes? Generally, the pixelling is on the messy, side, maybe you'd consider cleaning up and AAing all-over to achieve the clean result pixel art shows its' strengths on.
About hips: In the original, they're too much. There's a lot of redundant talk about realism in fighter games, and we've seen flying hippos come down and fight ruyu or something, but in the end, the original girl is in no physical shape to be in a KOS-related fighting tournament situation. My version doesn't really fix this, as her whole body besides her thighs simply lacks muscle development or protective fat. She's a McDonalds-type centralized fat sufferer, not a chun-li "I have the strongest legs in the world" type of specialized fighter.
The demeanour your original sprite conveys is one of idleness, boredom and reluctance too. Especially the facial expression. She would not intimidate anyone in a fight, if not with her surlyness, at least with her enthusiasm (like Sakura for example). She looks bored to be there, and about to pet a dog or is extending her hand for a limp-wristed handshake with her enemy or something.
About color conservation: You need at least two main ramps (flesh, costume) and a few miniramps that melt into the main ramps for hair and accessories. This doesn't mean you can't use the two main ramps to tint other places but it should be centralized. Right now you have one messy big ramp, leaning heavily on the costume colors. The beauty of color conservation and palette crossfading is that it opens up more slots for extra colors you might need, a backlight, some brand new shades for extravagantly coloured hair, two cyborg fullsaturation reds for eyes or guns, stuff you can't meld into a regular palette. Right now what you're doing is monochromatic, and that's the danger we all face when we are supposed to deal with palettes smartly.
Idea: since it's an one-color costume, what I'd do is make the lower leg/arm cloth fade into a different tint, like a green or something to make the costume more interesting.