I haven't fixed all of the problems I've found in the first version (the inconsistent torso volume being the most obvious). The arms are more than just a rough indication of movement now. I've switched the leg movement partially (only the last frame, the rest will likely need editing) and fixed some inconsistencies with the torso.
Clarification:
For reference, this is what the character is meant to look like eventually. I haven't measured arm length between this and the animation yet. The tail may or may not get a looping animation during descent when I add it.
As for the animation itself: The first frame is for ascending, and the fifth for descending. The rest are for a transition at the top of the jump. I don't really want to have any anticipation frames to maintain the pace of the game this is to appear in, so jumps go into the first frame directly from running/standing.
... If you're launching from a rest position, the knees should bend more in the beginning. ...
I'm not entirely sure if you meant that the first frame is anticipation/still on the ground? I realize that having the knee(s) bent after take-off makes little sense. I somewhat like the legs switching poses I have right now though. I'm not sure how well it would look with both legs straight. I'll have to try some alternative versions for that.