Adding notes for myself for others:
BASIC POSING / ANIMATING PROCESS FROM HELLFIRE's POST
This is one way to do it
1. Select everything in the scene and delete all animation keys between first and last key.
2.Advance the animation time slider to the height of the curled up "prepared to strike" pose
3.Turn on auto key

4.Pose the creature into the curled up pose
5. advance time slider to max point of impact "attack"
6. Pose for the attack frame.
7.Turn off auto key
View animation
BEST WAY TO WEIGHT THE SKIN
Build the skeleton.
Skin to the mesh
Don't adjust any weights yet.
Make a test animation:Move the skeleton it all sorts of ways that will represent the range of motion you need, raise, lower, rotate all limbs within the intended usage scope.
Now Adjust weights so that the mesh deformations for this animation is gradually cleaned up and perfected.
Best method is vertex mode and use ring or loop selection and the "weight tool" to put in the exact amounts or scale them up or down as needed.
If all of these steps don't yield mesh moving perfection, add geometry loops as a last resort.