|EVH can do it, so can you|
Jumping characters exhibit lost of secondary and overlapping action, and anticipation.
Showing the effort characters take to move their own weight is paramount to creating believable animation of any style.
It's one thing to make the up and down motion read as 'heavy' and affected by gravity. It's quite another to master the mechanics of looping overlapping/secondary action with the character's arms, legs and other details such as tails or capes.
If ever the devil were in any details.. it's animating secondary on a looping action!
Your jump cycles should be usable for avoiding ground pitfalls or traveling forward.
The mechanics of the body in the jump should work well before tackling the secondary action
Remember you will be blending this cycle from and back to the run so you might want to export the start pose from a run position to help it transition smoothly.