Aw dude, look at you with the watermark!
Good wind up and swing with the pipe. I think what would help give it more weight and power is if the stance was more dramatically changed in the wind-up with the swing. The angle of the body, the spread of the feet, made more dramatic like he's about to knock the SHIT out of the guy on the right.
Still needs sounds, still needs music. A free audio editing software that could suit your needs is Audacity. I've been using it for years. You can record things you hear in the playback of your speaker, so it's a very useful tool for lifting sound effects wherever you can find them. (the trick is finding clean samples, but there's avenues for that too. Say, you played the hell out of Deus Ex. You can find websites that have every sound effect ever heard in Deus Ex, download that zip file, and arrange that ambience as you see fit on the timeline. Not just Deus Ex, but anything from Valve, shows, even over-used stock sound-effects on YouTube and other sources.)
The camera shakes make *more* sense as an effect made in tandem with gunshots. It's not a terrible idea to add that camera thump with melee strikes, but if this were a longer scene with a lot of dynamic action going on, it could seem a bit much. Everything is shaking the camera, punches, kicks, night-sticks, pistols, shotguns, rifles, grenades, a door open, a coffee mug fell off a table, somebody slapped the water cooler. Use with discretion- it's like a spice to add to the soup. You don't want the whole soup to taste like thyme.
I like the subtlety in the rotation on the night-stick as it repeatedly pounds into Left's face. But it lacks the full-bodied windup on the plunge down. Like I said in the last review, if you practiced with your artistry, you'd be able to redraw the nightstick at a different angle, enabling for more dynamic movement. As he wildly swings the nightstick overhead, there could be a custom angle of the prop where it's pointing away from the camera on the swing up, and toward the camera on the down-swing. And that would enable your rig to absolutely wail on this guy on the ground- because you have a really good sense of timing when it comes to kinetic motion- that G18 kicking around in the last video was smooth.
But you are clearly restricted by the rigidity of the props you're using. If you had more props at more angles, more character assets at more angles, I think you'd be able to pull off some crazy gunkata bullshit.
Thus, my re-emphasized need to remind you to experiment with the brush tool. If you can figure out how to replicate Krinkle's line-quality, and get to fabricating custom assets, you'd REALLY be cooking. You'd experience freedom. And that's what animation truly is all about.