Another good improvement with the ovals and balls. One warning I'd give you with the three bouncing balls is to watch the height of each successive bounce. The initial bounce gives the viewer an idea of the material based on how much of the height the ball drops from is regained, and the percentage then can remain pretty stable.
So the ball will (roughly) always reach the same percentage of its previous drop height. your first ball shows this enough, getting back less than 10% of the initial drop height in the first bounce, and then barely even getting off the ground again after. Your second ball, however, breaks this rule. It bounces to 60% of its starting height, then to about 80-90% of the new drop height, then repeating some amount closer to 70%.
then your final ball loses a tiny bit of height, loses a bit more, then regains some height. Losing a very small amount of height is no problem, since rubber balls maintain most of their height each bounce, but regaining some height is impossible without intervention (such as it not actually being a bounce, but a character jumping repeatedly, at which point the inconsistency is welcomed).
As for your latest oval, I love everything about it up until the end when it eventually bounces straight up into the air after face planting. The issue I have with it is that if it's a character controlling itself, then it's bouncing itself back up after falling (which is fine), but it does so very quickly after falling, which means that it wouldn't actually lose all of that momentum. When jumping back up, it should have continued in a small arc towards the right of the screen, thanks to the force in that direction from throwing itself beyond the threshold of the oval tip.
I really love animation, and between studying it and physics I got a really solid understanding of how to make something animated look and feel realistic enough. I was never a fantastic animator back when I practiced, but boy could I make balls bounce and move around. They're the best practice, I find, for learning weight, momentum, pacing, and emphasis. These are the essentials which allow you to make an animation look real, but also push that realism into the epic. If you have one character jumping onto another, the "real" would technically be a very straight forward jump. If you wanted to stylize and make the jump important, you could have the character jump up, slow mid-air, then fall down atop the other. I wish I could pull up the old tutorials I used to learn all this stuff for you, but the website they were once on has long since been destroyed.