There are a few types of regular jump from 0-frame input to 8-frame input, and wall-jump from 0-frame input to 9-frame input.
Each input has their own height depending whether you do a regular or wall jump. This list shows exactly how the vertical position of your character changes depending on your jump input in both cases:
Regular jump: 0: -3/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/1/1/2/2/2/2/[1] --> 12px 1: -6/-3/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/1/1/2/2/2/2/3/3/[1] --> 18px 2: -6/-5/-3/-3/-3/-2/-2/-2/-1/-1/-1/-1/0/0/0/0/0/0/1/1/1/1/2/2/2/3/3/3/4/4/[3] --> 30px 3: -6/-5/-5/-3/-3/-2/-2/-2/-1/-1/-1/-1/0/0/0/0/0/0/1/1/1/1/2/2/2/3/3/3/4/4/4/[1] --> 32px 4: -6/-5/-5/-5/-3/-2/-2/-2/-1/-1/-1/-1/0/0/0/0/0/0/1/1/1/1/2/2/2/3/3/3/4/4/4/[3] --> 34px 5: -6/-5/-5/-5/-4/-3/-3/-3/-2/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/1/1/2/2/2/3/3/3/3/4/4/4/5/5/[2] --> 45px 6: -6/-5/-5/-5/-4/-4/-3/-3/-2/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/1/1/2/2/2/3/3/3/3/4/4/4/5/5/[3] --> 46px 7: -6/-5/-5/-5/-4/-4/-4/-3/-2/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/1/1/2/2/2/3/3/3/3/4/4/4/5/5/[4] --> 47px 8+: -6/-5/-5/-5/-4/-4/-4/-3/-3/-3/-3/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/1/1/2/2/2/2/3/3/3/4/4/4/5/5/5/5/[2] --> 54px
Wall jump: 0: -3/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/... --> 12px 1: -6/-3/-2/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/... --> 20px 2: -6/-5/-3/-3/-3/-3/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/... --> 32px 3: -6/-5/-5/-3/-3/-3/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/... --> 34px 4: -6/-5/-5/-5/-3/-3/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/... --> 36px 5: -6/-5/-5/-5/-5/-3/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/... --> 38px 6: -6/-5/-5/-5/-5/-4/-3/-3/-3/-2/-2/-2/-1/-1/-1/-1/0/0/0/0/0/0/1/... --> 49px 7: -6/-5/-5/-5/-5/-4/-4/-3/-3/-2/-2/-2/-1/-1/-1/-1/0/0/0/0/0/0/1/... --> 50px 8: -6/-5/-5/-5/-5/-4/-4/-4/-3/-2/-2/-2/-1/-1/-1/-1/0/0/0/0/0/0/1/... --> 51px 9+: -6/-5/-5/-5/-5/-4/-4/-4/-3/-3/-3/-2/-2/-2/-2/-1/-1/-1/0/0/0/0/0/0/0/1/... --> 58px
(The 1st number of each row represents for how many frames you've been pressing jump button. After that, the numbers between "/" are the numbers for how many pixels your vertical position changes per frame. At the end of each row - how high your character has jumped)
Vertical momentum can be extended by wall-jumping of a wall or when you're falling down, and increases 0.3 pixel/s^2. So basically you'll fall down faster and faster.
Each type of jump is used to pass through different platforms and obstacles. Rarely you'll be using 0 or 1 frame jumps, as they're used occassionaly for gaining more vertical speed before landing, or when you want to go w/o stopping (losing horizontal speed)
Jump cancel explanation by Kanaris: