Toribash
This one is a bit more destructive.

The pec grab was alright, but a bit generic.
The dragging that made the pec dm was pretty nice, I like dms caused by momentum.
The kick was pretty nice, but I noticed that your right hand was near Uke's head when you kicked. Why not extend it, grab and punch/kick it? It would look very good.
oh yeah
Mainly your problem is you give like 2-3 minutes to your replays and you barely edit. The first replays were really bad, but you have improved alot in so limited time. Your last replay showed potential. It was fast and destructive but it was too short, you could have easily continued it.
Give your replays more time, and keep on improving.
Well, the hit was nice, but if you should aim it better, so the kick will make a boom.
The replay was too short, you Can continue it with a decap or sometin.
"People become stronger cause there are memories they won't forget."
Normally in SP replays, we like to see Uke completely uneditted. So to contract both hips, even though you only editted the first frame, is frowned upon. Next time, try to kick higher rather than bringing uke lower.

Alternately, attack a lower part of uke to bring his upper parts down. By this I mean, if you get dms on uke's lower half first, it will relax the rest of him, which will bring him down.

However, it does looker cooler to jump up and do a couple flips/spins before kicking his head off.

I also noticed that your kick wasn't as accurate as it could've been. To dismember ukes head (as you probably already know) the best way is to go for the neck.
In multiplayer (where you're probably more comfortable), it doesnt matter as much where you hit the opponents head, just as long as you hit it. This is because you have far less time and ability to make attacks accurate, whereas in singleplayer, you have 'SHIFT+SPACE' to cycle through the frames one at a time to fine tune your replays.

One more thing. Your openers are more important than they appear.
Not only do they set up your first attack/trick, they set the mood and feel of the entire replay. They also give first impressions to the viewer. If your opener sucks and has a really jumpy '10 frames at a time' feel, then even if the replay is quite good, the viewer will always think back to the opener. In my opinion, when scoring a replay out of ten, 3 of that ten will be for the opener.
Poses are also extremely important, as they are.. well... the end of your replay.. obviously. 'Last impression', if you will.
D3m0ns, curse him... is notorious for his unbelievable openers and poses.. study his replays. He combines a little bit of hold/relax/contract/extend to make his replays realistic and fluid. The use of relax is what makes it fluid. 'If all else fails, relax' ;)
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That looked noob-ish as fuck.

No offence, but that was not good.
Don't move Uke in madmans, and especially don't move Uke so you can decap him easier.
M I N I V A N