Really? Like... I'm having flashbacks to elementary school long division. My brain is kinda jamming at the thought of this. I get frame data having it's effect on hitstop and moves, but other games have excellent animation without sacrificing speed.
Sorry, you're right, and I phrased that poorly. What I meant is that in a fighting game, the average speed of most moves can have an effect on the flow of the game; slow or laborious animations can bog a game down somewhat, while fast and loose animations can make a game seem faster. Supers can stop the flow of a game when they're flashy or eat up a lot of time, but they're like brief pauses that punctuate the match. But the way that normals are drawn can have a much more direct effect on the flow of a fighting game. There are other, more important factors involved in how fast a fighting game can feel (average damage output and scaling, movement, game speed, etc.) but I think that the animations also play a role because they have an effect on how spacing and combos work, and how fast combos are. I think that fighting games with normal and special moves that have short animations across the board are generally faster paced than fighting games with lengthy or strict animations for said moves.
When I think of normals with short animations, I think of older fighting games, or games with brief, fluid animations. Older stuff like Angel Eyes or Street Fighter II Hyper Fighting didn't really have many frames of animation on their moves - hell, I think Angel Eyes only had a couple hundred frames between the entire cast - but the quick startup and recovery on most normals made footsies and combos seem fairly fast paced. And games like Vampire Savior and Third Strike were wonderfully animated, but managed to move at a fast clip because their animations were generally short and fluid, with lots of squash-and-stretch or dynamic animation packed into a second's worth of movement.
Games like Art of Fighting 3 or Red Earth, on the other hand, have a lot of slow, lengthy animations for most moves and hitstun states that eat up a lot of time compared to other fighting games. Staggers, pauses during hitstun for a lot of moves, pursuits with long startup and recovery - all of this stuff sets a slower pace for these games compared to their peers, even the ones that have similar styles and gameplay mechanics. AoF 3 in particular is a great example; AoF has always been somewhat of a slow series because of the spirit gauge mechanic, but AoF 3 is as slow as molasses compared to AoF 1 or 2 because those games had way shorter animations for all their moves.
That's more or less my opinion on the whole matter; I realize that this is pretty subjective stuff, but I don't know how else to describe this sort of thing. I just hope that all this text can clarify my earlier post.