Skullgirls, a combination of the unique art of Alex "o_8" Ahad and gameplay genius of renowned tournament champion Mike "Mike Z" Zaimont, gives players control of fierce female warriors in an extraordinary Dark Deco world. As a fully featured downloadable title, Skullgirls brings back the open ended combo system and fast pace of classic, 2D arcade fighters along with a single player story mode for its all new cast of characters. High resolution hand drawn sprites, unequaled frames of animation per character, the first real time lighting system for a 2D fighter, a comprehensive training mode, and GGPO netcode all challenge set expectations for the genre. The Variable Tag Battle system and the choose-your-own assist custom Ensemble improve upon the older, sometimes forgotten innovations of other games. For high-level players, Skullgirls attempts to solve some common fighting game "features" with an Infinite Prevention System and unblockable protection.
- Developer: Lab Zero Games (current) Reverge Labs, LLC (defunct)
- Publishers: Autumn Games, Konami
- CEO (Lab Zero): Peter "Ravidath" Bartholow
- Art Team: Alex Ahad (creative/art director), Mariel "Kinuko" Cartwright (lead animator), Jonathan "Persona" Kim (senior animator), Richard Suh (lead clean-up artist), Brain Jun (clean-up assistant/associate art producer), Willy Hwang (enviromnetal artist)
- Design Team: Mike Zaimont (design director, lead programmer), Earl "Render" Gertwagen, Brady Hartel (UI/graphic designer)
- Additional Programming (Reverge Labs): Ian Cox, Ben Moise, Emil Dotchevski
- Sound Design: Vincent Diamante
- Composer: Michiru Yamane
- Voice Director: Cristina Vee
- Platforms: Xbox 360, Playstation 3, PC
- Release Date: April 11, 2012 (Xbox 360), April 10, 2012 (Playstation 3), August 22, 2013 (PC), Unknown (JP Arcade)
- = Complete through 2nd Encore updates
- = Complete through WulfPatch updates
- = Complete through Skin and Bones updates
- = Complete to a released version, frame data not complete
- = Complete to beta, frame data not started
Confirmed DLC Characters
Before the game was signed to a publisher, Skullgirls had a proposed cast of 8 playable characters. Somewhere along the way Valentine and Double became initial cast members, leaving Squigly and Umbrella as top DLC candidates. Months later, the Evo 2013 8th Game Donation Drive ended with a public reveal of Squigly as the first work in progress DLC character. Big Band was immediately announced as the second DLC character, chosen by fan interest. Big Band taking the second slot Later DLC characters were chosen from a vote among the DLC crowdfunding campaign backers, choosing Eliza and Beowulf. Fukua and Robo-Fortune, borrowing heavily from original characters, were chosen for release as bonus content.
DLC Candidate Characters
The Skullgirls crowdfunding campaign gave the first official list of DLC candidates, stating the characters that actually make it to the playable cast are up to the availability of funding and a popular vote. Lab Zero eventually provided an extremely detailed list of candidate characters, their tentative stories, playstyles, and even specific inspirations from other fighting game characters.
- Single Player: Select a single character and fight through multiple AI opponents, watch cut scenes, fight a boss, and eventually see the character's ending.
- Story: Play a single character through a random assortment of regular matches.
- Arcade: Pick a team and fight you way through a randomly-generated challenge.
- Difficulties: Sleepwalk, Easy, Normal, Hard, Ridiculous, Nightmare
- Versus: Play against another person, either next to you or online.
- Tournament Mode: Play in a tournament!
- Local Only: Challenge the person sitting next to you.
- Quick Match: Fight a ranked match after selecting your region and the preferred region for your opponent.
- Lobby Play (PC Version): Play in a lobby!
- Training: Learn to play here!
- Tutorials: Learn the ins and outs of Skullgirls from Mrs. Victoria.
- Training Room: Spend some quality time alone, practicing move and perfecting combos.
- Art Gallery: View staggering works of genius by the Lovely Art Team.
- A total of 592 pieces unlockable art.
- BGM: Press Start to bring up a BGM Select menu, listing every available selection from the soundtrack.
- Credits: See the wonderful names of the people who made this game, JUST FOR YOU!
- Marie 300%: Try to defeat me!
- Beating the alternate color, high health version of the Story mode boss unlocks all available content in the current version of the game.
- Art Gallery: View staggering works of genius by the Lovely Art Team.
- Bonus/Easter Egg Features
- Typing of the Skullgirls: Input gottatypefast using a keyboard to start a 4 player version of the game.
Controls and Notation
Skullgirls uses directional inputs and 6 default attack buttons for gameplay. The six buttons are light punch, medium punch, heavy punch, light kick, medium kick, and heavy kick. All characters have standing, crouching, and jumping versions of their normal moves associated with the 6 buttons. Button and directional inputs combine for command normals, special moves, Blockbusters, and all other commands.
In character move lists, this guide will use the Shoryuken.com Wiki's default symbols to represent button commands. For written sections LP, MP, HP, LK, MK, and HK will abbreviate the buttons. Street Fighter series players may know these buttons as jab, strong, fierce, short, forward, and roundhouse, but those terms will not appear in this guide.
For directional inputs, this guide will use the default wiki symbols whenever possible. For written sections, unicode arrows will represent the 8 vertical, horizontal, and diagonal directions. Many Street Fighter, King of Fighters, and Tekken series players use f, b, d, and u to abbreviate forward, back, down, and up directional inputs. Many Guilty Gear, Blaz Blue, and Virtua Fighter players prefer a keypad based notation to represent all 8 directions and neutral. Both are shown here for new Skullgirls players with experience in other fighting games.
This guide will also use the Shoryuken.com Wiki symbols for directional motions required by special moves and Blockbusters. All of these commands are common to 2D fighters.
The following techniques, allowing basic movement, defense, and offense, are available to all characters.
- → and ← = Walk forward and back
- →→ OR PP and ←← OR ←+PP = Dash or Run forward and back
- ↖ OR ↑ OR ↗ = Jump and Double Jump
- ↓ then ↑ = Super Jump
- air →→ = Air Dash
- LP+LK and air LP+LK = Normal Throws
- Hold ← OR ↙ = Block
- While in blockstun, PP = Pushblock
- When knocked down, hold ← or → and press any button = Ground Recovery
- While being thrown, LP+LK = Throw Tech
- LP+MK OR LK+MP OR LK+HP = Ensemble attack from the second-in-line character
- MP+HK OR MK+HP OR LP+HK = Ensemble attack from the third-in-line character
- MP+MK = Tag out with a Tag In attack from the second-in-line character
- HP+HK = Tag out with a Tag In attack from the third-in-line character
- QCF + MP+MK OR QCF + HP+HK = Outtake
- While in blockstun, → + MP+MK or → + HP+HK = Stunt Double
- During a Blockbuster, perform any Blockbuster from the the next-in-line character = Blockbuster Sequel
- Character Select Screen: Team Size, Color Selection, Ensemble Selection, Stage Selection
- Gameplay Screen: Round Start, HUD, Combo Counter, Pause, End of Round, End of Match
- Life and Damage: Team Size, Recoverable Damage, Chip Damage, Damage Scaling
- Dramatic Tension: Gaining Dramatic Tension, Using Dramatic Tension
- Glossary: An index of move properties and a general fighting game vocabulary reference.
- Frame Data Reference: Frame data for every character's attacks, all in one place, organized in a chart format similar to the SRK wiki guides for other games. Not just some of the frame datas. ALL OF THE FRAME DATAS.
- Hit Box Color Reference: A visual index of hit box colors.
- Combo Fanfare List: 157 total combo counter fanfare messages between 2 and the maximum 999 hits.
- Patch History: A complete history of changes from patches and updates.