@Kenny Omega I agree with increased charge times, but a delay or random spread on jumping would be awkward. Those remove player control over the ability and would make it feel like a messy game of guesswork and luck. When a hale charges their jump, they expect it to have an immediate effect and propel them into their desired direction as soon as it's ready.
I think
@BarkingChaos made some good arguments earlier. First being that super jumping is already somewhat ineffective since it's easily interrupted, and if nerfed risks making it too easy for Red to mob and kill the hale. Second being that non super jump hales suck, which is understandable since they can't divebomb, bhop, and have to teleport randomly if things go south.
I still stand behind my previous suggestion for nerfing super jumps, but to address the issues raised by Barking, I think all hales could benefit from extra knockback resistance as compensation. Even a 25% increase would make it a bit easier to hold your own and make your charged jumps harder to interrupt. It could also triple as an indirect buff to non super jump hales.