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why not? it's just more fluid and pleasant to the eye.
you're confusing the term frame data with frame rate. fighting game fans often claim it can't be done otherwise while ignoring that this is pretty much the case for most multiplayer games. it's not uncommon to use a fixed delta time for the game loop (often called tic-rate) because it makes the gameplay consistent and prevents system-dependent discrepancies. but that's just internal game logic. it doesn't mean you have to render with the same rhythm.
120FPS would be totally pointless, it would look/feel exactly the same.
Virtually all FG's are locked 60fps.
the game logic also runs at 90 on consoles. KI is one of the games that supports crossplatform play. both systems have to run with at the same logic rhythm to allow this.
sure, but this is not something that can't be done otherwise. dropped frames only cause online issues because of the way the game and render logic are tied together in these games.
it was actually a pretty good idea. because of the smaller frame data interval, the rollback netcode has a bigger foundation to work with. because of that "trick" KI's netcode is considered to be one of the best in the genre.