Yeah, if you make a copy of your player sprite with exactly the same states and frames (which should be easy because you can just save the same sprite with a new name by loading the old one and creating a new one based on it) then change the "controlled by" type to be a vector, you can switch to that sprite to throw the player into the air (straight up), and if you immediately switch the sprite back to a regular player (controlled by input) and retain the state, the player should be in control with the keyboard now, but still going up fast. BTW, if you want it to behave more like a fan and less like a trampoline, you might just want to reverse gravity for a while with strategically placed special functions.
BTW, VBS shouldn't be too hard to learn from example if you want to give it a try, and we're here to answer questions (in the Script forum). The script would be quite simple for this problem. You could set up a special function to detect when the player touches a trampoline (which would be even easier to implement as a tile interaction or special function):
Sub Player_OnSpecialFunction(SpecialObj)
If SpecialObj.Name = "Bounce" Then ProjectObj.GamePlayer.PlayerSprite.DY = -8
End Sub