Thanks for trying it out! Do you mean the delay between the input and the jump occurring or the total length of the jump animation?
That's fair. I know I added a very short delay from when the animation starts to when the input is actually "registered" as a jump, since some of the frames still have the player in the water. I think overall that perhaps there are too many frames though and that the whole animation is perhaps unnecessarily long. I'll tighten things up in a future release.