>>725048170
>what direction you send yourself in as you perform the move,
straight up is effectively always fine since you're not at risk of inertia pushing you too far away and you can attack or teleport back to the enemy to glue to it
>what state you and the enemy will be in once your iframes wear off, etc.
if you're jump cancelling an attack during a combo, you end in a neutral state and the enemy is helpless midair, unless it's vergil or something who will parry out and run away like every other boss after 5 seconds of being in melee range
if you're talking about jump canceling on a super armored enemy/ boss, then 5 just makes that comically easy with the giant enemy step hitbox, the crazy height gain that lets you go over everything they do, and the lack of gravity. if you did somehow completely mistime it, you royal guard and accept the tiny DT loss if you even mistime that.
>preferring a lack of precision. You like working around the game removing some control from the player.
this is so dead wrong i cannot even fathom how you came to this conclusion. being able to influence your character's inertia is more control. if you want to set yourself up to drift toward the enemy in 4, you can. if you want to drift over and behind them, you can. you can't do that in 5 because everything resets inertia.
>it doesn't mean that 5 requires less skill
loosening timing/ spacing restrictions and removing options means the game requires less skill. that's undeniable fact. if you were playing a rhythm game and they tripled the timing window on the notes, it would be insane to claim that thr game requires as much skill. dmc5 effectively does that and makes the enemies weaker and the player stronger, and simplifies basically everything else.