Thanks. It looks like you didn't key the feet or legs in one of the animations. If an animation changes the skeleton, it remains changed until another animation changes it again. The is true for both bone positions and attachments.
It's hard to tell what animation has the problem, but it could be something like when you jump the leg images change to be angled at the ankle, then when you apply the walk/stand/idle animation it doesn't change the leg images so they remain as the jump animation changed them.
To fix it, you can key the leg images at the start of the walk/stand/idle animation. Or, you can key the leg images at the end of the jump animation to put them back to normal. If the jump animation loops then you could have an intermediate "landing" animation between jump and walk/stand/idle. Then when you go from jumping to standing, you'd do something like:
state.setAnimation("landing");
state.addAnimation("stand");
The first call (set) sets the animation state to a new animation. The second call (add) queues an animation to be played. Since no delay parameter is given (you may need to specify 0 depending on the runtime) it will play after the previous animation. The animation state handles all the mixing when the animations change.