The funny thing is that games like Skullgirl's has more frames of animation than 3S but 3S looks way better to me because it feels like the artists put a lot of effort in putting weight and "follow-through" on the motions of the attacks. There are more to movements to a character besides of how many frames of animations and I feel that some games really don't get that flow as well as others. It's sort of how you can look at the impact in the hits from a Jackie Chan movie or something like The Raid and comparing it to the much rather weak looking hits in a typical Hollywood action flick, one might have more budget and technical stuff backing it up but there something lacking in its fundamentals of displaying the action. It's like comparing Makoto in 3S, in that the reason why she seems so impactful, you can see the pause of when the hit lands and it looks like she puts her weight behind it, while something like a typical Skullgirls combo they are constantly cancelling or interrupting their animation you don't see the impact pause to get that oomph from a hit (not necessarily like hitstop, but sort of how Jackie Chan would pause for a moment when he lands that elbow to the guy's stomach in Drunken Master 2).