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VenomX-90 do you actually understand the question you're asking? "dial combos vs combo linkers" isn't even a thing, especially when the SF series also makes use of "dial combos" (known as target strings) for easy and flashy sequences of moves.
The SF and MK combo linking systems seek to encourage and prevent the opposite things. The SF system aims to encourage ground combos while trying to artificially limit air/juggle combos, and the MK system tries to do the opposite. The BASIC explainations of the systems are below:
SF Ground Combos: If you hit the opponent while they're in recovery frames, the hit links and continues the combo. There's probably a few exceptions but that is the basics of it. Push-back is used to prevent infinites, i.e. eventually the opponent will be out of range to continue hitting them. This is where the creativity of the SF combo system happens.
SF Juggle Combos: A counter is kept behind the scenes which increases when certain moves are done. When this value gets too high other moves will no longer connect even if the hitbox connected with the hurt-box. This is the "artificial" prevention of air combos.
MK Ground Combos: If you hit the opponent while they're in recovery frames, the hit will link provided you cancelled the recovery of the previous move/string. The basic recovery cancel rules are: jump-ins can be cancelled into normals, strings and specials; normals and strings can be cancelled into specials; specials generally don't cancel into anything. This is how MK artificially prevents ground combos - it the follow-up move can always be blocked regardless of the hit advantage unless it was cancelled from a previous string. As the cancellation only works one way (jump-in->normal/string->special) the ground combo options are limited. This is also why most combo strings and specials launch the opponent - to allow you to continue the combo.
MK Juggle Combos: If the hitbox of the move connects with the hurtbox of the opponent, the move will connect and continue the combo. There is gravity and push-back scaling to prevent infinites (much like SF has push-back to prevent ground combo infinites) but there are no explicit mechanics preventing moves from linking even if they would hit. This is where the creativity of the MK combo system happens.
The actual question - the one that doesn't really get asked as people don't know what they're asking - should be:
"Do you want/like/prefer the free-form ground combos in SF or the free-form juggle combos in MK?". The SF system allows you to link anything on the ground providing you have the frame advantage and the move connects, while the MK system allows you to link anything in the air providing the move connects. Both system's free-form combo areas can make use of linking normals and very strict timing to get maximum damage.
You can't easily hitconfirm with the MK/Injustice engine as there is no brief pause between the hits to show you what is happening. You work around this by following up with moves/strings that are both safe on hit and block and use that move/string to hit-confirm and cancel into the launching special to continue the combo.