First, I don't want to sound pessimistic, but making a 2D fighting game is super hard, there's a lot of timing issues to do right and I don't talk about animation.
That said, making the computer adapt to your playing style. Hmmm how could this be done?
What is a playing style? A sequence of input that appears more often than other?
Maybe we don't need to go that far as to register input sequences but then register the prefered moves?
If we tackle the question from another angle, what is a good fighting game player? In my opinion it's a matter of timing. Doing the proper attack at the proper time, or doing the proper defense or counter.
So let say you managed to register the moves and you have a graph of what moves appear most often. What should the computer do?
When the player launch an attack doing a weighted random picking on possible defense or counter moves ?
And then when the computer choose (?) to attack, he will do a weighted random picking on each possible attack based on the defenses or counter the player does rarely ?
Ok why not. On the paper that seems doable. Now what kind of game would it be. It would be a game where, if you vary your attack the most you have better chances to win?
So the player will have to memorise what attack he already used and use others to keep the weighted random balance the more even possible. Or maybe volontarily making the same move over and over to the risk of being heavily countered and then switch to something else?
I wonder if it would be that fun. Maybe yes. Anyway, I'm really curious to see the result. I'm interested in IA adaptation so I hope you'll succeed (: