Need Help with Jump Function

My enemy jump towards to the player is way too fast… How do i slow it down?

void Jump () 
    {
        RaycastHit hit;

        Vector3 fwd = transform.TransformDirection(Vector3.forward);
        Debug.DrawRay(transform.position, fwd * 100,Color.cyan);

        if(Physics.Raycast(transform.position,fwd, out hit, 100) && !isDetected  && !isjump)

        {
           
            Debug.Log (hit.transform.name);

            if (hit.collider.gameObject.tag == "Player") 
            {
                //isDetected = true;

                //target = hit.collider.gameObject;

                target = hit.transform.gameObject;


                float gravity = Physics.gravity.magnitude;
                // Selected angle in radians
                float angle = initialAngle * Mathf.Deg2Rad;

                // Positions of this object and the target on the same plane
                Vector3 targetPosition = new Vector3(target.transform.position.x, 0,target.transform.position.z);
                Vector3 currentPosition = new Vector3(transform.position.x, 0, transform.position.z);

                // Planar distance between objects
                float distance = Vector3.Distance(targetPosition, currentPosition);

                // Distance along the y axis between objects
                float yOffset = transform.position.y -target.transform.position.y;

                float initialVelocity = (1 / Mathf.Cos(angle)) * Mathf.Sqrt((0.5f * gravity * Mathf.Pow(distance, 2)) / (distance * Mathf.Tan(angle) + yOffset));

                Vector3 velocity = new Vector3(0, initialVelocity * Mathf.Sin(angle), initialVelocity * Mathf.Cos(angle ));

                // Rotate our velocity to match the direction between the two objects
                float angleBetweenObjects = Vector3.Angle(Vector3.forward, target.transform.position - currentPosition)* (target.transform.position.x > transform.position.x ? 1 : -1);; 


                Vector3 finalVelocity = Quaternion.AngleAxis(angleBetweenObjects, Vector3.up) * velocity;
                //Debug.Log ("Distance : " + distance);
                // Fire!
                rb.velocity = finalVelocity ;
                //Debug.Log ("Final Velocity : " + finalVelocity);
                isjump = true;
                isDetected = true;
            }


        }

    }

Just add a simple speedAdjust and mess with it till it seems correct:

// Set this in the inspector
//Try .25-.5 to make it 1/4th to 1/2 the speed
public float speedAdjust;

Then in the bottom of the Jump method:

rb.velocity = finalVelocity *speedAdjust;

Sorry for the late reply…
I try adding it … it actually delay the jump action too together with the speed