Oh wow, a classic RHG animator like yourself! This was nice.
I'll start with the story cause that's how the movie itself starts. It's a bit forced, I have to admit, and a bit too Wolverine. I just don't see him being any sort of outcast because of his robot hands. His grief for his friend wasn't really shown very much either, so I can't see why he was such an outsider. Maybe if you'd communicated more clearly that he's sad for his friend or something. Also, who was that green guy in the street? Why was he saying hi to Oxob on the street. Didn't quite seem normal. So as far as story goes, I'd say it's the weak point of this movie. My advice for next time you do something story-based is to not try and bend the story to tropes or even things that you just wanna have in there. If you base everything around getting to one point it can make you lose sight of other things. You have to let things take shape on their own or you'll end up putting in stuff that doesn't fit just for the sake of it being in there or taking out stuff that should be there. Even if that wasn't the case with this movie, I think it's relatively good advice, though I'm by no means an expert and I have to improve a ton myself.
The animation was really quite good. Very fluid motions, really nice sense of weight. The close-ups of the hand and the character close-ups look a bit rougher, not quite as polished, a little awkward, but they're still fluid and have weight. There are just these awesome moments of motion, like the way he closes his hand around the backpack handle and puts the backpack on, or the way he starts walking towards the thugs. Also a great shot transition when Oxob's friend catches him flying out of the chopper. Really cool camera movements during the nanobot release and the subsequent breakout, like the zoom out to show the guns and the movement when he kicks that one guy down, which has the shot connecting perfectly to the ext shot. You don't always see a respect for direction in animations like this and I really appreciate that. I think that you really have a great sense for momentum and shot connection, but it's hampered somewhat by the slight pauses between actions in different shots. I really do think you could have a pretty unique, fluid, fast pace there that could add a lot to your animations, but you need to shorten some dead space at the ends and beginnings of shots. I don't know, you could try it once and see if you like it better or not. Might look really cool. Nice-looking electricity effects, by the way. The ending didn't look as nice (that green guy walk cycle looked pretty silly) and I think it's okay that it was slow, but it really could have used at least a bit more fluidity.
The fighting is pretty great. I like how Oxob relies on his hands, aka his ability to stop and stop the opponent and throw them off-balance but is threatened by the girl because her speed and staff allow her to easily reverse into a different attack after getting blocked and prevent him from getting to her while she is recovering after getting hit. In the end, though, it's her offensive predisposition that gets her as Oxob finally manages to disarm her. Also, the way he snapped her staff after jamming it in the ground was really fucking badass. The way she actually hit the ground once, trying to keep him away, I suppose, was a nice touch. You're good at strategy and fighting styles for sure. Battle felt well-balanced, didn't turn around as flawlessly as sometimes as Oxob unleashed an extra power or anything, which I really like.
Overall an animation that has a lot of room for improvement, but also an animation with a lot of potential, at least in my opinion. A little more of that action you're so good at and a bit more originality to the story, I'd say it was worth 4 stars. I hope you'll consider at least some of the things I've said because I wanna see you get even better, because I know you can and I hope you'll do some more experimentation. Congrats on venturing out of your comfort zone! I'll have to watch some more of your animations.