Hey there. I was wondering why some moves of the game actually linked after some moves that theorically hadn’t enough frame advantage to allow the link, example:
Jago’s Medium Wind Kick (+3 frames on hit) to Crouching Medium Punch (7 startup frames) → (3 - 7) = -4 frame link, theorically impossible, but this link actually works in the game.
After doing some research, I discovered this great brief explanation of Manual Cancels in the Prima Games website. Summary of it is that you have to add +5 frames of advantage to any Manual Cancel you do from an Opener or a Linker to calculate if it links or not with the next move you do. Let’s get back to the example:
Jago’s Medium Wind Kick (+3 frames on hit, plus other +5 frames because of the Manual Cancel) to Crouching Medium Punch (7 startup frames) → (3 + 5 - 7) = +1 manual cancel frame link, which means that after the Opener/Linker you have a 1 frame window for successfully Manual Cancel the Opener into the Manual.
Despite I know most of the people of this forum already know this info, I have the feeling the Manual Cancels (by the way, do not confuse Manual Cancels with normal links outside Openers and Linkers, random example: Standing Hard Punch to Crouching Light Punch) of KI3 are not that straightforward to understand, that’s the reason of this thread. I also didn’t see this information anywhere in the Dojo Mode, it would be cool to have it on the frame data lesson.
Old Spreadsheet of Manual Cancels information for each character in table mode, so you can get an overview of what’s possible: