IE: What Archer does with all of its 3D models of cars it sticks into the show.
(Which still isn't to devalue the effort that it takes to make good-looking sprites; I've tried, and damn do I suck at it.)
You need a baseline of art, and then you need to tweak the animations to match your video game. A model may not have a "double-jump" animation but you can easily add one through bone manipulations with any 3d model.
But if a sprite-sheet were missing the double-jump animation? You're either doing it yourself (hard pixel art style) or hiring someone else to do it.
That's the right reason to defend using modern screens to their full capability with a certain simplified-art style.
http://i.imgur.com/mDlQYar.gif
Count the number of colors on Jin Kisaragi. The smooth, defined lines going down "strong", hand-crafted pixel art lines. With massive sprites built for the high-definition era to boot.
The 3D art gets a bit intricate and busy, but the 2D Sprites.
I would bet that if you superimposed that BlazBlue animation over the 3D reference, there would be a huge difference - that looks like it's had a lot of human thought put into it.
(And then go look at Arc's latest game, Guilty Gear Xrd. Which is presented entirely 3D with some models that have had a LOT of love applied to them.)
Everyone who actually _does_ high-quality pixel art understands. Good Pixel-Art is much MUCH harder to do than good 3D.
It lothes me to say it, but the blogpost is correct. Very few people understand this fact except for the artists who actually do go pixel art.