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You can also slow down and use the first 2 hits. So 1, 2, jump, 1, 2, jump. The jumping is only used to cancel the combo, so you need to be as quick as possible to deliver your next hit after the jump immediately. You don't want to see the character actually jump, but as a beginner, it's okay to see some of the jumping animation just to get the idea.
The whole idea behind JCing (apart from reseting aerial options like post 5 was talking about) is what the name suggests, cancelling something with a jump so you can do things that aren't normally possible.
In DMC4 if you are in contact with an enemies hitbox (and in the air) you can cancel whatever you're doing with a jump (even if you are half way through an attack)
For example, if you do the move Full House (the dive kick) you will hit the enemy and fly to the ground. However if you Jump Cancel just after the moves hits (simply by pressing jump) you will cancel the dive kick which will stop you flying to the ground. You can then follow up with another aerial attack, continuing the combo.
Also, the hitbox. That is what you need to know, OP. You have to "touch" the enemy hitbox in order to be able to kickjump off him, which means you gotta be close enough. Jump canceling is a lot easier against those huge bladed puppets.
Yeah, you can do some really interesting Inertia set ups JCing with it
Spawn shooter is definitely right though. Using pandora right on top of the enemy is the easiest way to understand jump cancelling, especially after using Lift off with rebellion.
Jump cancels can also be done off the ground (which is more where the real term comes from) but you can only cancel the ending frames of attacks in most cases. So for instance if you did Stinger with Rebellion, you can jump cancel right at the end of the attack (more for defensive purposes since the jumping has invincibility frames in the start up)