I'm going to do more of an art direction critique here, to get the full picture. It's obviously a lovely piece of pixels and animation.
- Concept is pretty utilitarian, but I can get behind that, not every design needs to have a cape and a prominent scar. The watch element and the little tool, combined with those lovely boots convey the character plenty.
- Gesture and pose look good to me, it's pretty dynamic, but for things other than idles, you'll have to push it of course
- Colors could use some work, I'm not feeling the interaction between the brown and the yellow and on this background at least, the browns feel a bit dark. I'll try to do an edit when I get home.
Now on to the main thing that I am worried about. I don't think I know of any fighting style that would produce an idle like that. He seems to be putting more energy into going down, than going up, so I'm expecting a fighting style based on swift movements, after which you reground yourself. I've seen wrestlers do something similar. So sure, it's possible to work with this, but the question is: what's your background in martial arts, movement studies or any other relevant experience? You'll be coordinating a lot of fighting styles for a game like this and you need a way to make sense of that. You could look up the basics of each fighting technique, look up manuals for a few standard moves (Youtube makes all of this so much easier these days) and then animate rough drafts and post those on message boards for the relevant martial art for critique. You need a game plan though for realistic combat styles though, do you have one yet?