Forgot to post my updated dive rolls. Keeping things super responsive and still managing a bit of anticipation is super tricky but I'm quite happy with what I managed. This video has two different versions, first the normal left and right dive rolls and then crazy exaggerated squash and stretch dive rolls. The squash and stretch is even done in a way that still works in Unreal or Unity (basically there are un-skinned hierarchy joints and skinned 'leaf' joints which can have non-linear scale since they don't have any child joints, I will try to do a full post about all of this at some point since it is all pretty cool).
While testing out the roll animations in Unity, I chopped up the locomotion stuff from my demo reel and noticed that the pivots felt a bit off. I think the head needing to spin around faster was the main thing but I decided to try and rework the arms and some other things a bit as well. It's definitely kind of an impossible movement and has been a very consistently difficult animation to work on, but I feel like it's coming along. I think I might need to work with the timing of the spine/shoulders a bit more?