Generally favorable reviews - based on 39 Critics

Critic score distribution:
  1. Positive: 32 out of 39
  2. Negative: 0 out of 39
  1. Apr 11, 2012
    Full of personality with a lot to offer beat 'em up newcomers and veterans alike.
User Score

Mixed or average reviews- based on 50 Ratings

User score distribution:
  1. Positive: 6 out of 10
  2. Negative: 2 out of 10
  1. Apr 15, 2012
    Skullgirls is a very one dimensional and over all weak release. While there is a mediocre, combo dependent game hiding at its core, the barrier to entry in this game is far too steep, and the tutorial gives you none of the help you need to reach its potential.

    While this game, and this studio, has tons of potential, the game isn't anything remarkable in its present state (at release). While it is solidly constructed, technically, many of the decisions seem shallow or poorly thought out. There are only 8 characters at launch, and each of those characters has only a handful of skills available to them, causing them to feel far too much alike. Yet, somehow, these characters manage to be unbalanced. A few of the characters have extremely limited mobility, and a few of them, like Parasoul, relentlessly keep you at range. No matter who you choose, you're either going to be frustrated or be frustrating someone.

    What confuses me the most, however, is how this game has been toted as a beginner friendly game, when I've never seen a fighter that's been harder to get into. The tutorial teaches you how to play fighting games, but it doesn't teach you how to play THIS fighting game. After you're done learning concepts like poking, comboing, and so on, the game leaves you completely on your own to figure out each character. Because of the lack of skills, you're supposed to chain regular attacks in combos that are frustrating to use and to have used on you. However, the game does not give you any indication what skills are available to you. Instead, the game directs you back to your computer to look up all of their special skills online. Even the character guide that is provided online gives no indication what regular attacks (which are the backbone of the gameplay) are available to use, nor how they interact with each other, leaving new players far more lost than they deserve to be.

    The only people whom I would recommend this game to are people who are huge fans of combo heavy gameplay, and fighting fans who are on a budget. Hopefully this studio will have better luck with its future releases and DLC.
    Full Review »
  2. Apr 13, 2012
    I fell in love with Skullgirls on my first playthrough. It's charm is infectious. It's art style beautiful. It's fighting mechanics accessible yet infinitely explorable with intense depth. The passion and creativity behind the making of this game just oozes out onto the screen whether in the form of slick easy to navigate menu screens, it's uncanny attention to detail from gorgeous stages to an fighting announcer that has the potential to be as "iconic" as the NBA Jam guy. Seriously, if you're not in love with the announcer then you have no heartbeat. As for the characters, wow. I don't think an 8 roster fighting game has ever had so much depth before. This gets said alot nowadays but EVERY character in Skullgirls is genuinely unique. And they each have a plethora of tools at their disposal to stand a fighting chance against any matchup even 1 against 3! Ive been playing fighting games for a looooong time I promise you I haven't had this much fun learning combos and set ups in a fighting game since mastering Orchid, Sabrewulf, and Glacius in the original Killer Instinct. The game is so addictive, so well made (clearly this was made by a bunch of guys who love the fighting game genre and actually PLAY IT extensively themselves) you can tell by every inch of the product. This game is well worth the $15 spent. I dare say it may just be worth 20 to 30 if not more. The only gripe I have about the game is the lack of a in game movelist. Some will say, its not relevant but seriously this is a glaring omission. I shouldn't have to download the pdf file to get my characters special moves. It's not a gamechanger by any stretch of the word just a minor annoyance. I also think the METER should be located at the bottom of the screen. I hate having to look up at my life bar to see my meter mid fight. In my fighting game experience it's waaaay more convinient to have the meter at the bottom directly in your line of sight during the match. And it should be noticeable not small. The number of bars you have should glow or pulsate and change color or something the more bars you get. But other than that Skullgirls is perfect. Valentine is a masterpiece of character design and in estimation the crowning achievement of this game. She is instantly a classic fighting game character for the history books. But don't mistake this as a one woman show. The entire game is full of characters that can and most likely will win your hearts. It certainly won mine at first sight. Skullgirls is without question one of the best fighting games this generation. Hell to me it's sitting comfortably in second place only behind Super Street Fighter 4 as the best. With a roster at about 20, a robust training mode, a endless battle lobby, a replay channel, and a character movelist this game will undoubtedly become one of the best fighting games ever made. And definitely my fighting game of choice. The possibilities are boundless for this incredible for this incredible labour of love. Major fighting game publishers have been called out. How can a game with less than a 10th of the budget as other games have better visuals, better fighting mechanics, and a better announcer than games made by billion dollar companies for 1/4th of the retail price? Because they makers of the game care, that's why. And it's evident as soon as a you pick your character for battle and the announcer says, "Ladies and Gentlemen (?) [hehe nice touch with the question mark on gentlemen btw].....IT'S SHOWTIME!!!". You damn right it is, off I go to enjoy more of the show. BUY THIS GAME!!! Full Review »
  3. Feb 20, 2014
    I'm a sucker for fighters like SF4, Touhou 12.3 and quite a lot of Tekken when I was young. This atrocious garbage however, will not be remembered for long.
    Graphics: Game brings a 2d/2.5d background that elevates around depending on your current height while the characters remains in hand-drawn cartoonish styles. When idle, it looks well made but when any actual fighting or movement starts, It turns to a complete, warping/teleporting mess with frame-skipping being an understatement and nowhere is it more ugly than during the slow-mo sequences during a K.O where a character will very clearly teleport from one frame of animation to the next one back and forth back and forth depending on how many times he/she get hit. Next to all the frames are like this, lacking any hard actual animation which is a real shame considering how confusing fighting games like these can get if there's not enough proper visual feedback.
    Sound: Certain songs and themes are composed by using a mix of piano and easy autistic guitar while focusing heavily on ambience when many other tracks have beating techno. While even describing this alone sounds very weird for a hectic action game, the artist seemingly injects the tracks with shorter, spurs of life with more hectic tunes giving them a very artifical feel as they're trying to tell a story rather than create an atmosphere. The females occassionally jumping in to hum tunes also does not help to subject the already questionably indecisive instrumental themes but after hearing the amateur Josh Tomar (who is only physically capable of doing ONE voice as a voice actor) get a job as the announcer, the mixing in this game did not surprise me.
    Gameplay: Along with having a rather small amount of characters to choose from, Skullgirls allows you to play with 3 characters at once, something that is rarely witnessed in Fighters due to the overhanging complexity that comes with it which naturally, gives this game an insanely steep learning curve when combined with the lack of visual feedback, confusing graphics and spam-happy attacks. While each character has an almost ridiculous amount of health, having to constantly swap inbetween three characters not only encourages buttonmashing but cross-classing as well since you can practically prepare a counter for any other character you meet, much like Pokémon. Which, needless to say, is not a very welcome feature to be had in any serious skill-based fighter. Speaking of learning curves and overall design, the tutorial provided to introduce you to this very steep game is incredibly vague and shallow which came as a surprise considering all the possible combinations you need to learn before even remotely reaching a point to where you know what you're doing. When starting out during a Steam Sale, I played as Ms. Fortune and button-mashed myself up against people that packed hundreds of hours into the game and still managed to win for about 70-85% of the time and that's saying alot.
    Overall: A very stale title that comes across as very lazy, not only displaying itself through crude, hand-drawn art but also resorts to taking shortcuts to hiring amateur voice-actors without talent. Skullgirls needs to go back to the basics and re-work their crooked ground-work instead of focusing on such mundane tasks like porting a broken product (undoubtably making it more broken in the process) to other platforms.

    The characters are charming but that alone is nowhere close to allowing this beginner's mistake of a fighting-game to stand up on It's own two, clumsy feet.
    Full Review »