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Oooh, I like this question! I look forward to experimenting when I get home from work, if no one has solved it by then.
I would start with an advanced mover that has a little bit of Y strength and a lot of X strength combined with a keyframe that reduces rotation speed to 0. But I have no idea if that will cut it.
It would have to be combined with a custom jump animation of course. Although rather than a whole timeline, it might be easier to add selectors to the current jump keyframe logic, so the ascend, peak, and descend poses all switch depending on which way you're jumping. That would certainly make the timing easier.