
I took some of your frames and i'll try to show where anatomy is going off here. Imho, the first picture (during the walk animation) renders nicely, good proportions of legs and torso for that fairly complex pose and arms are partly hidden from this viewpoint, so that's okay to me.
Now, if you at other pictures, you'll notice that you keep the "belt-line" (orange/yellow transition) at the same height and even lower even when legs are more extended than on that first picture. In other terms, his legs shorten as he moves.
Second point is with the torso himself that was interesting and muscular during the walk and surprisingly get stiff and pipe-shaped on frames 3 and 4. Plus, he raised his head and stands straight, but is barely a few pixels higher than during the "crouching walk with hammer" (yellow/green line).
Finally, and i think that's what makes him "noodly" from time to time, you're not rendering the joints. that's especially obvious on frames 3+4 where it looks like legs are vertically attached to his torso and bend like waterpipes to attach vertically to his feet. Instead, insist on the fact that hips rotate when someone's moving like this: we should really see his back and his revolver pockets on that last frame. Also insist on the fact that our muscles get thicker when we bend limbs. You've been cheating with the shoulders too and the end of animation where both arms have disappeared and the hammer still move just doesn't make it (even swinging a golf club would make you move more than this).
I'd suggest you to work on a "standing straight" pose that would reflect the *lengths* of frame 1 (not the height) as a first step, and then draw something like 3 (still) keyframes for your hammering animation to work those anatomy-related issues.