Apples and oranges. Skullgirls is a tradigitial handdrawn animation. Blazblue is pixel art. You're comparing something utilizing Toon Boom that was drawn and filled in with paint, brushes, etc. And that was made dot by dot by something like Microsoft Paint.
I do wonder though if Skullgirls sprites will be a problem in the future. I mean did they use vector lines and paint so that the graphics would scale for 4K (8K?)?
Skullgirls comfortably surpassed it. The animations are way more complex and detailed. The game literally pushed 2D animation as far as it could go the point where the developers were taking OUT frames to make the animations more smooth.
This post is insane. Skullgirls animation is fluid as hell and all of the animations connect. Try doing moves in training mode and pausing the game multiple times during an animation.
We know Skullgirls sprites are done very well on a technical level, it has the most frames of animation and they are very high resolution. My post is not about that though. The thought I was touching on applies to visual medium in general. We already know if we pause through an animation we can see every detail and every frame that is made through it, but in practical play we don't do that. A film analogy is when Jackie Chan edits and films his scenes, he has to try to "show his hits" and not only that, he pauses on certain hits to emphasize impact (Every Frame a Painting has a video that dissects Jackie Chan's choreography, recommended because it is insightful and entertaining). Watching something play out is more than just a technical feat, since even modern films are more advanced and filmed on better quality cameras, the action scenes still don't have the impact and clarity from films Jackie Chan made 30 years ago.
When you are normally playing Skullgirls it honestly is lost most of the time, a lot of the attacks of being canceled and the moves don't have time to set in so to speak. While you do have animations being canceled into each other in 3S, it is clear enough to see what is going on and people can appreciate it in normal play, and the pace of the game allows you to see more and let the hits on the attacks. such as Q hammerfisting people into the ground, really bake for the whole animation. I guess in a way, 3S has better "choreography" to showcase the actions of the character. Which is fine, they are two really different kinds of fighter, and I think the more chaotic nature of Skullgirls' gameplay wouldn't really fit if they aesthetically tried to animate the motions in the way of 3S, which is slower.
In a way, it is something really hard to comment on since it is something more artistic than technical. It's a sentiment that I know some other people have noticed and touched upon.