allright man, congrats in creating a functional character! you could put this in a game and she could do stuff. except losing, give her some hurt/Death animations :p. I really reccomend you put her in an engine if you have any way to do that, checking the result will give you a much better idea of what to do. On that note, what game is she for? even if there's no game, what genre game would you want her to be on?
so, posting this many animations for critique at the same time isnt such a good idea, it's hard to really focus on anything because there's so much to critique and it's a lot more likely things will be ignored. try to post one thing at a time. I'mma try to give you some comments to level this up anyway.
first of all, I think you need to add a bit more design to "esperanza" here. I see girl with shirt and pants, nothing more. Also, her fists are super weirdly tiny for her, make them bigger.
I dont see a latin woman, I dont see the hope associated with esperanza (if you were going for name=meaning for her). Try to do more than that though, is her clothing plain because she's meek and shy? make her shy. but go beyond that, give her different internal and external characteristics that seem to contradict themselves on the surface, but have coherence as a whole.
here's a character tree that you can look at, for some ideas.
https://school.rocketjump.com/learn/writing-container/character-treessee how they present themselves is not what they want on their surface or what they really need? that's good, but also remember to make them all coherent overall. if you really go trough this judiciously you'd have more complex characters than many in fighting games.
the strength in your animations is verisimilitude, pretty good grasp of some of the movements, but they also lack in characterization.
the ilde. right away when you make her lift her arm it shrinks really really weirdly, try to keep the length of her arm the same troughout the animation. Also, this wouldnt do for an ilde. it'd do for a variation on the ilde, you dont want her to constantly brush off her sweat.
walk. this is a pretty awkward walk, she's pretty hurried, but she's taking super short steps, so it looks like she's in an awkward stage between walk and run, except she could just take longer steps to not have such a weird walkcycle. make her steps longer, make the whole animation slower.
run. probably the best all around. did you use a refference? very functional run. let's focus on bringing everything else up to this standard. this is probably one of the more complicated animations and yet it's the best looking...kinda makes me suspect you're posting stuff edited from a KOF character or something, hope you're not doing that...
jump. this reminds me of the kind of jump you'd see in bad starwars games. The logic in it is not bad, but it's stiff and would probably look bad on most types of games. is this a fighting game jump? a platformer jump? she takes a long time to take off, so I'm guessing a Prince of Persia type platformer, so use those first frames where she's not taking off for her to slightly crouch, just drag her torso down several pixels to give her more impulse for her jump. when she actually jumps, the way her arms are going up one second and then not is super weird, I get the logic because someone might jump like that but you gotta make it work visually.
You'll probably want to break this up into 3 animations.
1taking off animation
2transition to falling,
3 falling loop, because you dont know long she'll fall. if you are going to include a jump that can have variable height then you'll probably want a rising loop as well.
charge. there is something weird with her torso here. I think the fact that she's cowering down and her torso isnt shrinking is making her proportions weird, arms are shrinking again. try doing the same action on the mirror, take a look, her stomach should shrink and the position of her fists is...weird. Also, when she goes to the arms out pose, the arms are way way too close to her, they should be expanding out much much further, it feels like a meek charge.
stance. this one has a super fucking weird loop. like someone cut off the animation, her arm just jumps from the uppermost pose to the lowermost one for no reason, no effect. try to go for acceleration/deacceleration and have things move in arcs and circles, this sort of jerking for no reason is no good.
punch: this is your other good animation. the way she's leaning reads as if she used some of that impulse to the punch, but try to
make the arm that isnt punching not jitter around so much, it's moving way too fast for it to be human, I know it made sense for you in the slow frame to frame time, but in normal time it's moving around too much, try to think more of the inertia, of how it's slowly going from one place to another and to go fast it needs to build up momentum, it doesnt just jump from one place to the other for no reason.
Make the footwork more sensible too, more acceleration/deacceleration rather than just thing snapping from one spot to the other.
footwork is good on this one. the kamehameha motion....kind of good but lacks oomph. the way the fists merge looks weird.
the uneven feeling to everything makes me think you're modifying some kind of base, or several. it would be weird for it to be from observation because it's really good on some aspects but really bad on some others, very very uneven. please tell us why this is