I can certainly tell you heeded my advice Sohei

the motion of the fire is much more clear and really that was all that I was getting at. From here on I think the animation is good enough that improvements depend on the context in which it'll be displayed.
Daimoth and Carnivac I actually agree about PxPd's edit, but I still it's an excellent form of C&C =), which is what it's supposed to be. I doubt PxPd thinks it's a finished piece to ship in a game.
I think you could do what PxPd did with the latter steps of his animation and add more and more layers of detail (smoke, sparks, variations of wild flames, a trail of fire left by the blast, etc)
But without some context that wouldnt necesarily be a good thing, it might be overkill for how long the player would actually see the flame, or it might make the flame have a different feel than it should. Do you have any way to test this ingame or look at it in the context it'll be displayed?
How about you work on that weak fire slash first? there's nothing firey about it right now, how about you a couple (or more) of frames after your last frame, so that it dissipates like fire? I dont think I have to tell you how to make fire dissipate, just do what you did to the trailing specks in your Fire Dragon those look firey enough.
EDIT: just noticed the other flames. with smaller flames I think it works better to make their pulsing more pronounced, and have fewer specks than the bigger fires. When you think of a candle's flame that's a single speck and it pulses quite a lot because it's so weak, but with bigger fires they're slower and more imposing because of that. Look at some real life footage of firethrowers