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Also fighting games are locked at 60fps for gameplay purposes.
But even more importantly, frames become a unit of measurement the game is balanced around. You'll frequently hear players talk about how fast moves start up, how quickly they recover, how strict the timing on combos is, and pretty much everything in the game in terms of framedata. Fighting games are all about frames, and trying to make one without them would be extremely complicated.
As for the sprites themselves, that tends to vary. Some frames are held for longer or shorter if Mike wanted to adjust the timing from how they were originally drawn - many moves have gotten framedata changes over the course of this game's many patches. I'm not sure exactly how fast most animations typically are, but I know the framecount is high enough to look smooth, like this style of hand-drawn animation always is.
And there's a pretty simple reason for not drawing every single animation at 60, let alone 144fps - that's a crazy ♥♥♥♥♥♥♥ of work! 2D sprites are almost never drawn at 60fps in any game, regardless of what the engine runs at. You don't actually need that many frames to have 60fps motion, as the same sprite can change its position every frame even if the sprite itself doesn't change that rapidly. Try setting Training Mode to 10% speed and jumping to see what I mean here.
In fact, this game already holds the world record for most frames of animation per character with ~1400 each. And each one of those frames is individually hand-drawn. Unless you're volunteering to draw several thousand more inbetweens for the entire roster, true 144fps ain't happening here or anywhere else!
*Actually, the game runs a little faster than 60fps, as Mike decided to speed it up later on by adding frameskip similar to old Capcom games. I think the effective framerate is like 72fps or so now?