Yeah you were right, I stuck with the single anticipation to give the feeling of brutal extension, and I'll stick to it. Here is a gif of the in game implementation of most of the animations so far.
The idle breathing animation is very much a placeholder, I did it quickly to test the code more than anything.
Here is the isolated jump and land animation:
Keeping the arms extended may look a little odd, I didn't do it this way at first, but I realised the top corner of the player hitbox
had to be easily distinguishable, since the character can grab ledges. I lost time on this, should have figured it out before doing the work. Also, I didn't made a skeletal animation first and lost time, again. Stick to your rules man!
What do you think? Next animation is going to be the garbing ledges reception, must feel pretty hard and brutal, a little desperate.