I can't flip my pose for my animation? So I am currently following a mech tutorial on animating a run cycle. At about 7:27 in the video (after he posed/key framed the mech in the first frame), the guy copied the key frames in the first frame and pasted/flipped them (ctrl+shift+v) on frame 10. The pose was perfectly flipped for him.

On the other hand, when I tried to do it, my mech became distorted. Here is the first frame of my mech's run cycle.



And here's how my mech looks in frame 10 when I paste/flipped the pose in frame 10.



As you can see, the body becomes distorted and weird. I did some research and I tried to rename the control bones on my feet to indicate which ones are left and right, but that didn't work.

I tried to recalculate my roll (shift+N) for all my bones for the Global +Z Axis in edit mode, but that didn't work either. 
I should note that when I did recalculate my roll, the z axis for most of my bones did recalculate properly, except for a few. Including the pole bones for my feet. 

Here's a photo before of all of my bone's axises before I recalculated their rolls.



And here's the after image.



Does anyone know what I'm doing wrong??? How do I flip my pose correctly?
Here's a copy of my Blender file.
I guess your problem is a mix of wrong names and bad orientations.

You say that you tried to rename your bones, but in your file they are not properly renamed. The left foot must be named something like foot_L, and right foot something like foot_R, otherwise when you'll flip the pose, Blender won't be able to understand to what bone it is supposed to paste.

So when you have finished a side of your armature you should properly name all your bones, then, in Edit mode, select them all and Armature > Symmetrize so that it copy paste on the other side.

Also, you'll probably need to correct the rotation of the lower leg due to the IK: Once in Pose mode, select the lower leg, go into the Properties panel > Bone Constraints, play with Pole Angle value to correct the orientation.