My "solution" works for the original topic genre...(albeit its not the most ideal of solutions)
The way I'd do it with that "animated" solution would be to set the origin of the character to the bottom and animate the height I'd want him to jump. because I'm combining the "when animation is playing" and a "is jumping" variable you can use the variable to bypass objects (remembering to set the collision polygon of your character" so that the "space" underneath is registered as non colliding space.
as LittleStain mentions a way of tracking "touchdown" is always helpfull. Usually in games like double dragon they'd use the character shadow to give the player feedback on where the character actually was when jumping. Using a separate sprite can give you a better range of movement ... tracking the player when a boss bats him off the screen top... for example
RookieDev
I do agree they need to add a simpler way to do this. I'm certain there's like a million ways to do it including even "shooting" the character upwards with a bullet behavior. or even physics which is a bit too complex IMHO.
Also I did update the capx with the shadow sprite and the "jump" animation on single standing jump