Hopefully this helps:
https://www.dropbox.com/s/0meqzkt21ebbf ... .capx?dl=0
What's going on in the original capx is that the y scroll occurs on the jump command, so the payer's y value is actually lower - or at least different - than the last y scroll value, which leads to a sizable jump in where the "camera" is looking. In my example, I use a value that only updates when the player's y value is less than itself for the scroll. I also could have probably done something like:
If player.y is less than scroll.y -> set scroll y to player.y
...but this only just occurred to me haha.