Ledge "hop" effect over certain tiles with Tiled

:wave:

You could do this by disabling the collisions for the player (e.g. player.body.checkCollision.none = true) or by using a processCallback in the player–tile collider.

It will be tricky to move the player upward when he jumps. You may need to use a second, invisible sprite that stays on the ground for correct physics movement.