With RPG Maker 2000, not necessarily. You could have a Common event that was "Jump" so that you could execute it anywhere. It wouldn't be hard to make the attack move be a Common Event either. With only two Common Events running in Parallel Process, it wouldn't lag the game or the program at all.
In fact, the hardest part about coding that game at all would likely be the "move on pixels" instead of "move on tiles", as well as the mid-air collision detection.
The Jumping and Attacking themselves are easy enough to create. In fact, there are still resources out on the internet that tell you how to do it if you still own RPGMaker2000. I can't even imagine they would be that hard to execute in VX Ace either, if the program still handles those things the same way.