con1: Pretty short and stiff overall. It's usually a good idea to start SP replays farther than the standard 100. Strikes that don't DM don't generally look good in replays, although I suppose they can look decent in a video if you sequence it right.
con4: stiff symmetrical opener, clear pauses between bouts of deliberate movement. Pretty slow as well.
con5: still stiff, and the DMs are really messy. There are not a whole lot of them either, you just do a little bit with Uke's arm and call it a day.
I'll just skip the rest of the first five and say they're all stiff and jerky, and it's plain in them that you focus on a small number of joints at any given time. You need to work on your movement and making use of the parts of your Tori that aren't whatever you're using to strike Uke.
13 Dec Opener: There are already some passable-looking bits in this replay. The first DM looks natural enough, but you forget your legs after that and grab uke with your right hand really awkwardly over your left arm, when you haven't done anything with your hands but grab Uke. The second kick lands pretty nicely and you follow it through which gives a nice sense of power, but you freeze for a few frames afterwards which cuts the flow. You also ghost your arm through your leg, and the replay is pretty messy overall, that is, you hit yourself on uke when clearly not going for a strike.
Dat ownage: A lot jerkier than the one before. You get a good amount of spin on uke, but fail to use it to any advantage, instead pulling him laboriously up to your other hand and landing a short-stroke punch for an inconsequential arm DM. I like the trajectory of your decap punch, but sadly it's a blatant nubclap. There's a decisive break in flow after the decap again where you let most of your joints reach the peak of their range of motion and only come back to life when you land. The split rip doesn't look as powerful as it should for a split. Most rip DMs don't, I'd stick to strikes until you have your movement nailed down a bit better. As for what I meant about taking more advantage of the speed you get Uke moving at, see my edit (concon edit boom). Sometimes it's important to know when to let go. Actually most of the time it's important not to grab if you don't need to.
Elbow decap: Very messy and awkward, again you're grabbing with both hands when you'd probably be better off maybe punching, contracting back a bit for a grab, letting your elbow extend a bit while relaxed and then pulling Uke in for another strike. Grabspamming can give you a degree of control and lucky DMs easily in multiplayer, but it simply won't cut it when you want to look stylish. You fail to make use of a pretty promising spot for a kick at around 300. Allow me to demonstrate (concon edit kick). It did turn out a lot trickier than I thought, and I got a bit lazy and left it pretty messy, but there you go, it's a kick.
Faceplanted: Major ghosting there, and the tricking/manipulation of Uke before the decap is really messy. You retract the decap kick right after you land it when you're in an excellent position to do something like stomping on uke's back and following up with a kick with your other foot. Still pretty stiff and jerky as well. Props on the standing pose though!
Funny: Messy and awkward DMs. Try and go for strikes that look natural. That first grab is a prime example - you could've made it into a pretty good-looking punch, but instead you grab Uke for a couple of frames for no apparent reason.
20 Dec Domination: Cleanest and most deliberate hits until now, but still stiff and twitchy, although that's getting slowly better as well. I like how you split the glutes apart. Alright pose too.
Brutality: Nice and deliberate hits here, too, but there's some pretty major ghosting going on. Uke also warps from one place to another at around 285. That's usually a sign of editing right a the frame of dismemberment, which allows the replay to go on without that DM.
first boomhit: A lot messier than the earlier two, but you're reaching behind Uke's back, which is one of the ways that it can look alright. It doesn't look entirely natural here though. Nice boom for a first, I like how you follow through with it. Transition to the pose was a bit awkard, you just basically hold-all in midair.
Quick kill: Looks more like a failed kick. It's just staring at you right there, you even connected. The reason you break Uke's elbow is that you were already grabbing before you were touching him. In SP you can afford to grab when you already have your hand where you want it. That way you won't accidentally nubclap Uke and have him go limp on you, trashing your plans. I edited a so-so kick in there (concon edit kick2)¨
Spin things up: This one's messy again, and you clearly forget all about your right arm when it's over your face for most of the replay. There's an alright backwards kick in there though.
All in all I can see clear progress already in these few replays, but you do still need practice. Keep at it. You're in a good position to take good influences judging the weekly competition. Make full use of it.