Now he is gliding, as in not really setting down. This can be fixed by moving 2 of the frames down 1 pixel, I think it is the contact frames, where his heel hits the ground. This will also result in a smoother bounce and look less forced/robotic/heavy golem like (which he is not by design, unless he is some android with a really heavy skeleton).
The shoulder issue still is there. Also look at the frame where the front shoulder is most to the right, his front leg, while being back, is also to the right. The hips and shoulders move opposite. If the hips are like / the shoulders are like \ (viewed from above)
There still is discrepancy between sideview and a kinda 3/4 view which you need to unify before it will look solid.
On closer inspection there still is quite a bit of deformation of volumes in the legs. This being sideways, try to map out the legs and feet using single pixel lines of same lengths with 2x2 or single pixel clusters of other colours as the joints. Once you have an animation with that where the length of the lines does not change, then you can add volume and everything will be a lot more consistent. You can also do this for the entiry body. It helps a lot until you are more fluent in animation. Construction is a good thing here, and animation needs planning.