Two main things: this perspective doesn't really work with fighter sprites. They tend to be without any depth, not 100% truly 2d cutouts, but pretty darned close. Their eye level tends to be on the horizon (as in your sprite too) but there's no foreshortening vertically on their body parts. Their shoulders are parallel, their hips are parallel, their knees are parallel, their feet are parallel, stances notwithstanding. In games like Street Fighter and KOS etc. Unless this is supposed to go in a Fatal Fury type of situation (even theoretically, you don't have to put this into a game for real to design it as if it were to go in a game), with depths and a high horizon, I think you should pull the deeper leg down so it's on the same plane as the forward one.
The other thing is again center of gravity. The black dash is ground level, the red dot is center of gravity, she's behind it, she's out of balance unless she compensates with her arms extended in front of her or something. I have to return to my original point that you should study the rules of construction and build her from the ground up, taking into account balance and gravity just as much as anatomy and aesthetics.