Attack11 is the jab, right? That punch is too slow. It takes like, nine frames for the punch to come out, while jabs usually come out in two to five frames. Have him not draw his fist back first, just throw the jab out there. Endlag might be a bit too long on that as well (when he doesn't chain to second jab).
The collision starts at Frame 5, but I added in a Frame Speed Modifier at the beginning. And you're allowed to interrupt the attack at around Frame 16.
Attack12 is mostly good, but the landing looks a little weird. Probably because it seems like some of his momentum just disappears after the apex of the jump. And he seems to freeze in place for a frame when the hit connects.
I might increase the air to ground momentum. And I'll increase the stiff momentum as well.
Attack13 has him float straight forward as he pulls his fist back for a moment, which looks extra awkward with the jump from Attack12. He should probably pull his fist back all the way at the start of the animation, rather than having it go forward and then pull back some more. He also floats straight forward for a few frames after the punch, and it's a little jittery in some spots.
I will also adjust the TransN movement. And I tried to fix the jittering, but I'll continue to try.
Now that I'm done with my wall of criticism, I can say that those animations honestly look pretty cool. Nice stuff as usual.
Thank you.