Alright, about the shots!
What stands out a bit in the first shot is the section right after x243. His forward momentum slows down dramatically. It doesn't feel like the object slowed him down though. If you're running into something that fast, then your body will squash and compress given that you're into something. The momentum still has to go somewhere, even if there's an obstacle stopping you. Imagine a water balloon being thrown into a wall. Well, it hits it and stops, but it starts to squash and expand. The forward movement doesn't just stop.
You can continue with the individual movements that you have, like how he's coming down to x253, but overall he should be positioned closer to that dividing line. But in order to sell the impact you could lower the head less and then over two or so frames bring it down to what you have on x241, so that it squishes the creature together as well before it pushes the block away.
Smooth out the jump transition no x197 a bit more. On that frame to 198 you can see in the spacing the sudden speed increase.
The 2nd shot is clear and cuts well with the first one. But I would push it once you start polishing it. For instance, the roar has the mouth just opening in one axis, you can tilt the head sideways. You can also add some high frequency jitter in the head, to sell the tension and ferocity. Can you animate the ears? What about eye lids? Anything to push a pose change detail wise.
I would also make that first leg lift sharper by a few frames. It's a bit soft and takes away from the just previously shown anger when it roars.
Sweet shot! Keep going!