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Guilty Gear STRIVE will have more animation frames, but I still think it's good to have clear key frames in Xrd.
There is a really good GDC panel delivered by ASW's technical artist Junya C Motomura where he he explains their techniques and reasoning for choosing that approach.
https://youtu.be/yhGjCzxJV3E?t=1906 (31:46)
Here's the part where he talks about limited animation, and about 2 minutes in from the timestamp he shows a comparison between the limited and full animation of a move.
The next game in the franchise might be more up your alley as they're moving away from limited animations.
https://www.youtube.com/watch?v=kZsboyfs-L4
It shortly mentions how ArcSys also uses 3D models as a base to make their sprite production more efficient in their earlier, sprite based games, and it's mentioned both in the GDC presentation AND the Skullgirls GDC presentation - arguably the best classic cartoon style animation fighting game - (https://www.youtube.com/watch?v=Mw0h9WmBlsw) that using proper interpolation - aka "proper continuous movement" - made everything look uncanny, so they manually had to REMOVE frames that had already existed to make the animations feel right.
There's even a comparison of this in the GDC video in the comment above, where you see what a specific move would look like with continuous animation. It looks horrible. You can see this at 33:55 in the GDC video.