Links are an interesting thing in their own way. It’s strange to see their necessity sort of creeping up into commonplace. They’ve always sort of been around, but it was usually something more reserved for certain characters. Light to heavy links was always more of an SNK thing, and it’s been around over there for a long time. Then SFIV sort of came along and made links the new hot thing on Fighter Street. Links have always been there, but a lot of the time didn’t even get used even at the highest tier of play. Why? Well, let’s be real here, input in older games is way harder, the games play WAY faster, block pause, hit pause – all much shorter. Input leniency? Not a thing. The fact is, as games get easier on their input buffer and now even allow normals to come out even if pressed too early, the linking concept of games is only going to increase.
Links are used heftily in SFIV by design, of course. However, it’s used more prominently because of these reasons:
- Block stun/pause, hit stun/pause are very long, allowing you to confirm off of one hit very easily.
- Many of the links are true blockstrings, as opposed to being gaped if they get blocked instead of hit.
- Plinking increased the leniency of them (outside of lights) to 2 frames, drastically increasing their ease-of-use.
- Punishment options in SFIV were generally very low, so going for a link and missing did not result in you taking that much damage most of the time.
- Damage scaling didn’t really hinder you much from starting with lights.
- What is pushback? SFIV’s pushback is pathetically low for an SF game.
I’m an Ibuki main in 3S, so I found it funny how the designers for SFIV, when porting her to that game, sort of looked at her frame data and saw the possibilities. The fact of the matter is, it is “technically” possible or very damn close to do a lot of the silly links that you see SFIV Ibuki do in 3S. Her oh-so-obnoxious far jab into s.MK? That is one frame of hitstun away from being possible in SF3, and, on a stun combo where hitstun is increased by 1 frame, is possible. You can even link from her far jab into her LK-MK target combo and confirm off of it, but it’s very tight, and only works on Hugo or other large characters. MP link into MK? Possible as well, but again, due to pushback, only works on Hugo or other large framed characters.
Even Yun’s c.MP in Third Strike is self-linkable, but NO ONE ever used it for that tiny damage increase, because the risk of screwing up was too high. Because there was a gap, blocked links aren’t true blockstrings in older fighters most of the time. In a game with a parry system, that is a pretty big risk.
There are a lot of damage optimizing links you don’t see being utilized in older fighters, and it’s precisely because it is not worth the risk. They are not easy to do, they are usually very specific, and quite frankly, with lack of invincible reversals, you were better off using that frame advantage as a frame bait. The links you see used are the practical ones, the ones where the advantage or worth of them is clear and evident. They are/were too risky to go for a lot of the time. Now things are different, inputs are easier, the games universally all pause for longer periods of time, cancel windows are longer – everything is infinitely easier now. Links are far easier as a result, and generally much safer as well, and a lot of the time, sort of a “why not” sort of option for confirming for damage while also doubling as a block string. I hate the concept personally, but it’s becoming a thing. I miss pushback on block…
Personally, I like links, and aside from some nice practical ones you should get to know for your character, I much prefer them to be something reserved for the knowledgeable player. However, with how inputs are in say SFV and Rising Thunder (Bait Thunder), I’m not sure if you should really think of links as the “harder” option. For some people, it’s easier to slowly hit buttons as opposed to chain them together quickly. It also gives players more time to understand what is going on. The risk to links is fading with how many games are shying away from defensive mechanics, so you can utilize them well as blockstrings and hitconfirm options. Pushback is so little, that they all work almost completely in either scenario, so again, why not just do it? Hit-confirming in these link heavy games don’t exist. It’s a sad reality, but as links increase, the skill of hit-confirming fades into the background. The most valued skill in my favorite fighter, is now something you get for free… sniff I’m so upset right now.