To animate a jump, there are 7 poses you must make your character hit for a natural movement.
The first pose is a NEUTRAL pose which allows the viewer to see where the character is starting the jump from. It sets up the structure of the jumo and the characteristics that the animated character has that will define how they will complete the movement.
The second pose shows the character getting ready to push the force through it’s body in order to get the height it requires to push itself off of the ground. The character will usually get lower and bend it’s legs in ANTICIPACTION of the jump before it exerts the force to move.
The next pose will show that force that was built up in the previous frame being exerted in order to lift the character off the ground to fulfil the movement we are trying to create. The character will extend the legs in order to JUMP off the ground but in this frame is still in CONTACT with the surface it is jumping from.
In the middle of this cycle is the character shown suspended in MID-AIR at the peak of it’s jump. This usually has the character tucked in to give more height but can very due to the characteristics or personality you want to give your character in the animation.
After this we will see the character decreasing in height from the peak of it’s jump in order to come back to the ground. The character will FALL from the height it reached in it’s jump and regain CONTACT with the surface it originally had before the jump.
Now the character has hit the surface again it must show the force from the jump effecting the character and the RECOVERY pose it takes doing so. This pose will show the character bending it’s kneeds on landing back on the surface giving weight to the jump.
Finally the character must return to the initial pose in order for the loop to be fluid and natural.
Due to my character jumping on the Moon, the low gravity means it will stay longer in the air and the movements will be slower. Here is some reference ideas I had and how I Used them to create my Jump animation.