Yo Joe!
I've got some animation crits for ya. I'll just nitpick everything to death then you can decide what's worth changing.
Helicopter Flies In
I don't know a whole lot about Helicopters, but it feels fine until where it sort of fishtails on his way in. Like I said it might be dead on accurate but it feels very stiff. I imagine a deep tissue curve massage could cure that.
Door Explosion (Camera)
It feels odd that the camera is stationery and then starts moving suddenly with the explosion. It might look more natural if it was a veeeerrrry slow moving hold in the same direction, then it speeds up a little when the door explodes.
Running
When the guy runs out, it SCREAMS run cycle. It's like he's holding a sign that says, "This is a run cycle!!".

No I'm kidding it's not really that much, but it could be sooo much better with a few small tweaks.
Drop his hips a tiny more on each steps DOWN, it looks a little like he is gliding atm.
His arm motion doesn't match up with his force and speed. Like he is reaching reallllly far but not going that fast. On top of that, there is barely any Y rotation in his torso as his arms move forward and back. It would probably be best to just reduce the arm movement a little to match up with the force of his run.
Once you adjust that a little, make some tweaks here and there to make it not cyclish. 6 steps is a lot for us to just be looking right at him, try to adjust or tweak some stuff to make it more interesting.
The stop, turn around, walk backwards is fantastic.
The gunshot, fall, backward roll could use a little love with it's weight, but it's pretty damn good too.
Everything else is fine from there on. This is a really neat piece man, good job. Hope my eyes helped.