
I'd suggest you break out of the habit of drawing things you've seen being done in your references (other fighter sprites) and run an additional layer of judgement over them. Why would a material such as this (some sort of latex) hug abs to the degree that light would define them as they are now? I don't think it would. Chest still too low, and the breasts, where they'd fall due to gravity, would obscure the sceletal structure underneath that would create the -currently overdone- chest identation effect you've got going. You're too concerned with stylistically representing all the muscle groups you've seen in fighter sprites than you should be. Just because Capcom shows ab structure through shirts and latex doesn't mean you should, possibly.
Too many broken lines, I don't think they all serve a purpose. There's a difference between too lineart-dependent pixel art, and just single or two-pixel noise.
Poisture is too stylized and stiff. Nobody would draw their hands so much behind their torso. Nobody would have such stiff shoulders. You might be thinking 'game art' but I am seeing improbability. I don't know if this is a problem only with me or with others too, maybe I'm asking too much from 2d fighter sprites.
about thighs and legs in general, you seem to draw outside curve against inside curve, the leg is currently
( )
x <- knee
()
which isn't wrong, but it's not exciting. Try curve against line or breziers that have sharp points... google 'contrapost'.
\ )
x <- something like this. sorry for ascii.
|/
Material of suit is highly reflective, SELF-reflective, the works. Consider the fabrics more. Where there's edges light creates speculars. Color-wise, you're not experimenting with hue variables and your saturation's almost constant as well. Maybe you should look into that?
The reason I'm giving you both barrels is because you're good enough to be stuck in this level forever. If you've started out with the dream of making good fighter sprites, you've done it. The next level is to break out of their cliches, I think, and to go back to medium-less design theory, anatomy, that sort of thing. Not to say your pixel tech is top of the top, but you could probably be there if you fix your linework, your highlights and work on your color selection a bit more.