The key to keeping this working properly (i.e. swiftly), is to keep the number of frames reasonably low. It's always excellent practice to learn how to establish effective keyframes by using a low number of frames. In an animation consisting of 3 frames or more, you generally have 2 keyframes and at least 1 transition-frame (a 'T' frame lol) and, essentially, every other frame is treated as an inbetween (assuming you're animating a single action such as a sword slice -- walking is actually 2 actions -- left foot step and a right foot step -- assuming you're doing a loop.)
That being said, the minimum "realistically-fluid" walk-loop is at least 6 frames -- 3 for each footstep, but it's not a hard rule or anything. Anything larger than, say, 3 frames, you do need a transition-pose and possibly some inbetweens too.
In your particular slash/bat attack, the second frame was the only 'inbetween' in the animation, while the first frame and last frame were the keyframes (or 'extremes' in animator terminology) of the action, which count as the preparation and recovery frames of the action, and the one where you can see the actual bat extending in front of the character is the transition frame (the high-point of the action's execution) essentially, which is the frame that really counts toward characterization and clarity of the overall action -- a very important frame, so it needs to be dealt with accordingly.
Ideally though, as hinted at before regarding the walk loop, you generally should treat separate overall motions as separate actions, which essentially gives you the ability to keyframe and transition them effectively on their respective extremes.
As a final note, slower and more subtle actions tend to require more frames, but to keep them quick, you need to use the bare minimum at first, adding in frames only where you want to enhance the 'snap' of an action with delays or overlapping action (when recovering from a sharp/fast attack.)
These are pretty good animations for a start though. Just keep in mind that the waist, then shoulders, then elbows, and only *then* the wrists control where the tip of that bat/weapon will go, so take special care to position those properly so that they follow along the arc you intend to represent along the z-axis. My edit doesnt exemplify this arc due to the angle of the swing, but it's a good example of a good strong horizontal slice, and if you look closely, you can still see hints at the arc in the action.