Sorry, but I'm going to have to disagree with you on this one.
In general, Jump Cancelling is easier to jump cancel correctly and consistently. Having a larger hitbox means that
you don't have to be as accurate when you Jump Cancel against the enemies in DmC. As well as this, Dante stays in the air longer as well as the enemies while he's attacking them in midair.
In DMC4, enemies had a lot of differences in terms of Jump Cancelling. You had to account the following when JCing:
1) Enemy hitstun
2) Enemy hurtbox
3) Enemy hurtbox attack attributes.
I don't recall enemies having different JC properties other than fighting enemies which had weak points since you needed to attack the enemy on that weak point.
And these vary when you fought different enemies. I'll list a few examples.
- Scarecrows (Leg/Arm): Can be JC'd mainly near the upper part of their front body. Slowly falls when JC'd.
- Megascarcows: Same rules apply from Scarecrows, except you can only JC them on their head or on their backs.
- Frosts: Stayed in the air when JC'd against due to longer hitstun.
- Angelos (Bianco/Alto): Same properties as Frost except certain moves won't launch the enemy. [Ectacsy from Lucifer or Charged Shots from Blue Rose].
These are just a few things why I think JCing is a lot harder in DMC4 than DmC. It was quite obvious that JCing drastically made easier to pull off seeing how most moves are slow enough for you to cancel attacks, as well as the hitbox for jumping off an enemy was increased by
A LOT.