GameplayThe engine and playstyle for Skullgirls were intentionally modeled after Marvel vs. Capcom 2: New Age of Heroes, incorporating several similar game mechanics such as tag team-based combat, character assists, snapbacks, and delayed hyper combos.The game can be played using different ratios of characters, with each player able to select up to three fighters on their team. The teams are then balanced based on the number of team members. A single character possesses more health and deals more damage, while larger teams gain the ability to perform character assists and recover health when tagged out.Players can also customize their character assist attacks. As players successfully land attacks and take damage, their teams will gradually build "Dramatic Tension", which can be expended to perform powerful "Blockbuster" attacks.
The game includes a story mode, arcade mode, versus mode, training room, and tutorial mode, and online play using the GGPO networking library. Skullgirls includes various unique features to address system and balance problems, such as infinite combo detection. When the game detects a looping combo through monitoring the players' attacks, the other player can break free of the infinite by hitting any button. In addition, Skullgirls offers protection against high and low "unblockable attacks", which occur when a player, for example, uses a low attack and calls in a high-hitting assist, making it nearly impossible for the opponent to block. The game attempts to remedy the issue by offering a short grace period after blocking that guards against other hit types
- Classic six-button play gives each character a huge variety of attacks and special moves
- Variable Tag Battle system allows players to pit different size teams of one, two or three characters against one another
- Custom Assists let you outfit your team with a huge variety of attacks for nearly endless strategic possibilities
- A Robust Anti-Infinite Combo system keeps competitive play free of abusive tactics