Most of Capcom's recent fighters/remakes of older fighters have been developed & outsourced to other companies.
The SF IV series, Street Fighter x Tekken & SF V? Dimps.
Marvel Vs. Capcom 3/Ultimate Marvel Vs. Capcom 3? Eighting.
Super Street Fighter II Turbo HD Remix? Backbone Entertainment & UDON.
Street Fighter III: 3rd Strike Online Edition? Iron Galaxy.
Capcom hasn't had their own internal fighting game team since the PS2/Original Xbox/GameCube days.
True, but at least most of those either used the art already created by Capcom's internal artists like Ikeno etc or were created by people working for Japanese companies that have some ties to Capcom still (like Dimps).
V seems like a product consisting of many pieces thrown together that multiple companies and people worked on, which in a way suits the World Warrior theme of the game but at the same time has created what I would call a highly inconsistent visual and artistic package (with, as said, some characters having more animations than others and some stages having more interactables / transtitions than others).
Perhaps Capcom Japan started developing this game internally around the time they showed Ryu and Chun fighting on the Bustling Side Street but then had to abandon this approach in favor of faster outsourcing when Sony stepped in and perhaps shortened the development cycle. This would be one way to explain the mixed communications by several departments, or the severe lack thereof in many cases, as well as the other problems the game has like missing modes and lacking technical features like the netcode, RQ punishment, input lag and load times.
Hopefully they'll be able to salvage this game still and add more polish on all levels later, but man, the foundations sure seem messy when you consider they have to build on top of them for years to come.
Touche. That said, maybe the animations were outsourced as well, or if not, maybe the Japanese animators did not get enough time to put in as much work into other characters? It's starting to sound a bit like the case with Dark Souls 2 where the initial pitch contained much higher quality stuff than was ever put in the final game.
Just like with that game and its often bare looking areas due to missing lighting elements or its highly inconsistent areas visually, I'd say SFV might suffer for it and I almost wish they never showed this stuff at a level they could not attain for the final product.