Skullgirls' lead animator Mariel Cartwright: We had like 30 more characters planned

Posted by SFilp • December 26, 2012 at 7:40 p.m. PST
Mariel Cartwright, the lead animator for Skullgirls joined Jonathan Holmes to do an interview on his show Sup, Holmes.

A ton of various topics are covered about Skullgirls and animation. While Mariel doesn't give a ton of details about the status of Skullgirls and what's coming from their new studio, when she's asked about future plans she mentions that the "the plan from the beginning was to do millions of DLC characters and stuff" and that "they had like 30 more characters planned."

This is a fairly long interview but there is a lot of great information.
Via Destructoid.


Hypermarth said on December 26, 2012 at 7:41 p.m.

Waiting for Black Dhalia :P

banananap said on December 26, 2012 at 7:45 p.m.

Damn she's cute :3

chrishipop5 said on December 26, 2012 at 7:57 p.m.

Skullgirls vs. Skullboys?

Cinderkin said on December 26, 2012 at 7:59 p.m.

Main reason I passed on the game was because it only had 8 characters.

Hrm said on December 26, 2012 at 8:08 p.m.

@4 And because so many people did do the same it may never have more hurray good job guys

mrdrofficer said on December 26, 2012 at 8:13 p.m.

I hope this game gets its chance. And passing on it because of 8 characters? You could play this game single, double or team style and with any assists you wanted, so the character count was not a big deal. Breaking the IPS before release to give the game XvSF shenanigans? That was a mistake.

DandyCheeks said on December 26, 2012 at 8:15 p.m.

Needed at least 15 characters. And at least 2 guys.

Him said on December 26, 2012 at 8:30 p.m.

At least XvSF appealed to people who knew something about X-Men and Street fighter. You know, those franchises that have video game and Comic Book history?

They should've added those characters in to begin with.Now since they don't have the same team they were working with for SG's, make a game with those characters in it.

On the other hand...was the statement about adding 30 or more characters a lie?

niggardly said on December 26, 2012 at 8:33 p.m.

(This user was banned.)

Phynx said on December 26, 2012 at 8:41 p.m.

They couldn't even meet their planned release date as it was. Have you not followed this at all? The dev team faced nothing but hurdles to get out what they could.

johnnyutah001 said on December 26, 2012 at 8:43 p.m.


on-disc dlc = content done for the most part

planned = they have some character designs done, some sketches of moves, etc. that's it.

I guess you think people can pull a character with thousands of frames of animation/ sound design/ hit boxes added, and balanced out of their ass in no time.

you silly goose.

rakuko said on December 26, 2012 at 8:58 p.m.

hmm, i dunno about that idea. DLC content imo shouldn't be designed to add more than that of the original game itself. meaning, SG should have ~15 chars and then release up to 10-14 DLC characters (seeing as they want a lot of DLC) instead of having 8 characters and adding 15-20 DLC characters. and that's partly just because there won't be as much incentive to make the initial purchase if the content isn't strong enough.

obv they were limited by their release date and the sheer amount of work to solidify more characters, but ya gotta think about it.

RonnieTheClownPrince said on December 26, 2012 at 9:23 p.m.

@#4 Just like #5 said, people skipping on this game because of the low character count could very well be dooming it to forever be stuck with that low character count. =/

@#9 Seriously? Skullgirls IS a quality game already! Don't confuse character count with quality. They DID all their effort into this game, but there's only so much that an indie developer can do (remember, Konami is only the publisher, not the developer). And seriously, how the hell is this "withheld content"? It has to actually exist in order to be withheld. If something is planned, it doesn't mean it's already made.

Torrie_De_Goddess said on December 26, 2012 at 9:37 p.m.

Since the # of characters was the only thing people would use to coerce themselves to not purchase the game, more characters would've shut all of their arguments up. The gameplay and core mechanics as well as the top-notch animations are some of the best of any fighter of any generation

RunningWild said on December 26, 2012 at 9:40 p.m.

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JELIFISH19 said on December 26, 2012 at 9:43 p.m.

I bought it but an 8 character cast does feel extremely small especially when matches can be 3v3. You can have 3/4s of the cast in one match. You're constantly fighting mirror matches just because there's not many characters. I think the roster is a huge weak point in the game. What if none of the characters appeal to someone? And what's with the huge double standard of buying something to show interest so there will be more DLC or more versions? If this was Capcom, people would be outraged.

kara said on December 26, 2012 at 9:55 p.m.

(This user was banned.)

LK said on December 26, 2012 at 10:15 p.m.

I hate to say it but.. I planned the best game ever, it was just never made.

Number_Cruncher said on December 26, 2012 at 10:16 p.m.

Allow me to add an important point to consider in this discussion:


badjab326 said on December 26, 2012 at 11:05 p.m.


"What if none of the characters appeal to someone?"

This is exactly why I didn't buy the game. I don't like playing as girls in fighting games. Except for certain rare cases.

GodPride said on December 26, 2012 at 11:16 p.m.

I don't think the low character count is what did the game in. The game is like $15 for 8 characters. That's a pretty healthy number for that price and that's a hell of a lot cheaper than what the original SF2 use to cost. I think the devs pretty much sealed their fate by having an exclusive female cast with a few boucing tits thrown in for good measure.

Damonta said on December 26, 2012 at 11:40 p.m.

I don't like games with low characters counts. It's one of the reasons why I never liked BlazBlue. I like grapplers, yet all I get is Tager. I'm not buying a game just for a single character. Less characters means that you'll see more mirror matches and I bloody hate miror matches.

Why would I buy Skullgirls just to support the chances of future character DLC? Buying a game so that I can hope and pray for DLC to buy would be about as idiotic as it gets. If the game has no appeal to me then I'm not going to buy it, regardless of what the game could potentially be if it had enough support.

Kenshiro said on December 26, 2012 at 11:49 p.m.

As usual the point is flying over most people's heads.

If the fighters featured don't appeal to you personally that's one think they must cater to you with a large roster is quite another.

Meh I started out this game with only Parasoul and Valentine on my mind and after playing this game for a longer period I took a liking to Cerebella (damn she's stacked). If you passed on the game that's cool but don't front like a small cast is the only reason especially since there are games that offer more fighters but are coma inducing pieces of garbage.

omegamarth said on December 27, 2012 at 12:16 a.m.

Tekken 6 has more fighters, doesnt induce coma, and is arguably on par, or better than Skullgirls.

You can replace T6 with SF4, KOFXIII, VF5, TTT2, but the song remains the same.

I could deal with the fighting system not being all the way there yet (lookin at vanilla SF4), as long as there are playstyles I enjoy. SG did not have this. Virtua Fighter 1 had a better roster with 8 characters. Id rather 1v1 with 2 Brawlers, Trickster, 3 Pixies, All Around, and a grappler, than 2 zoners, 5 pixies, and a grappler.

SuperStraightFighter said on December 27, 2012 at 1:52 a.m.

1 and a half hour interview? lol this is more like a documentary

Ex_Ein said on December 27, 2012 at 2:10 a.m.

@5 And I don't care as one of those people, 8 was too low for the asking price, especially with no characters I liked at all....

@25 welcome to the world of podcast.
@23, have yet to run into a fight I feel that way on and I picked up Battle Fantasia...

Ex_Ein said on December 27, 2012 at 2:39 a.m.

@14, if there were 10(which 2 characters were ccnfirmed as DLC before launch) characters in this game, it may have lasted longer but if the two were as disappointing as the original 8(which in my opinion were highly disappointing in terms of gameplay), I still would havee not bought it. Also as for your "Best fighter" in your opinion, in my opinion the gameplay was MVC2 and CVS2's baby while both were on crack so it lost some things from both, which both are fan favorited systems but not systems I like. Animation was good(not top notch like Arksys) until double, who I though for a second would be the reason I picked up the game. Until, it was revealed she'd be the Seth of Skullgirls in that a lot of her moves were slightly alterted verisons of moves or scrapped moves.

What really broke my back on skullgirls was double in the respect listed above and that Double's level 3 contains 4 animations from planned or scrapped characters.

DustinFong said on December 27, 2012 at 3:07 a.m.

Why did they think they would be the first FG with an all-female cast not to fail in the US market?

Should have drawn them in an anime style and marketed the game to Glorious Nippon.

Guybrush20X6 said on December 27, 2012 at 3:15 a.m.

@28 Matter of fact, the game is pretty big in Japan. Konami actually came to the devs (rather than the other way around) because they wanted to publish the Japan release so bad.

godfist314 said on December 27, 2012 at 3:30 a.m.

Did it fail though? I believe I saw an article a week after the game came out saying that it was the #1 selling game on Xbox Live marketplace for a time.

Supasnupakoopa said on December 27, 2012 at 5:04 a.m.

she was just so cute, and her art is fantastic. waifu material

KissofPoison said on December 27, 2012 at 5:52 a.m.

The problem I had with this game is the one character I showed remote interest in turned out to be a charge character. Which I'm horrible with.

Perhaps if they released more characters, one would be released that actually captivates my attention to watch and also has moves/controls I like using.

Less characters did hurt this, because that means the characters they had, HAD to be amazing. Aside from that they should have made characters that could appeal to people of varying interests to bring them in. However they didn't achieve that. I love the system thoughts, customizable assists, theatrics, music. I just don't like the core piece of the game... the characters.

JiCi said on December 27, 2012 at 6:44 a.m.


A fighting game isn't about "less is more", but about "the more the better". The game is supposed to be a 3-vs-3 team-based fighting game, but severely lacks the roster for it. I'm pretty sure that no one would have played MvC as a 3-vs-3 game if it had only 8 or 10 characters. Yes, a lot of fighting game series started with smaller roster, but those were all 1-vs-1 games.

Skullgirls should have been a 1-vs-1 game, because the team-based mecanic is almost superfluous. 30 characters or even 16 characters total would have the game so much better. You sometimes can't find a proper character for you, so if the game ends up delivering 8 characters that you don't like, you're not gonna like the game, regardless of how much you try.

KOF 12 had a lot less characters than 11, and it got bashed for that. BlazBlue, on the other hand, didn't get slammed about that because it was a new series, but from a veteran developper and it was easy to pick-n-play if you've played Guilty Gear. Skullgirls, however, didn't have any previous game to base itself upon, had a totally weird cast and tried too many things at once without succeeding.

Finally, I fail to understand who gave them a strict delay. For a new series, you shouldn't give them delays since they need to make a good impression.

If they were looking for standards, they should have looked at Vanguard Princess, a fan-made fighting game made ONE SINGLE person.

Teohkaka said on December 27, 2012 at 7:14 a.m.

I really wouldn't have liked to see 30+ dlc characters released .... unless they were bundled in fairly big packs together .... otherwise you just end up spending more than a normal retail game ...

I really would have liked to have seen a retail version of this game on a disc with alot more characters .... but in the state the company is in , i doubt it will happen for a long time.

TaxExemption said on December 27, 2012 at 7:16 a.m.

@33 Quality definitely takes precedence over quantity. MVC may have had large casts but so often you get tons of mirror matches because most of the cast is just down right nonviable in a tournament setting. How many matches have Zero or Vergil or Wesker?
And you must not be too familiar with the process of game design. Who gave them a strict delay? How about the publisher? You know, the guys who pay them and give them deadlines? The Skullgirls teams worked their asses off to get as much content in as Autumn would let them in their allotted time and it shows. While Vanguard Princess is really impressive, the quality of animation and balance that Skullgirls manages far out does Vanguard which, mind you, was done using Fighter Maker giving it a pre-made engine. I am not detracting that Vanguard isn't really impressive, because it is REALLY impressive, but it's in completely different circumstances from Skullgirls. If you think the cast is too weird for you, that's a preference thing but to say it didn't succeed is completely absurd. The game is a gorgeous near-airtight fighting game made by a small group of dedicated people excluding contractors. Vanguard had no publisher and deadlines and could be developed on valve-time.

lordrockman said on December 27, 2012 at 7:41 a.m.

too bad this game is already dead!!

TheMasterPlayer said on December 27, 2012 at 8:05 a.m.

She is pretty, and cute :)

bloodiasalt said on December 27, 2012 at 8:06 a.m.

(This user was banned.)

Egon_Spengler said on December 27, 2012 at 9:08 a.m.

I bought Skullgirls and liked it a lot for a while but I then got bored and moved on. I felt limited in my character selection and got tired of all the mirror matches. I would still play if the game offered more characters. I hoped that DLC characters would come out w/in a few months of release but that never happened.

Centaur said on December 27, 2012 at 9:10 a.m.

From what I've seen, the homogeneous combo system and vast range of moves per character yields some very interesting mirror matches. Each character has many effective tools, which means that players are likely to gravitate towards one tool and evolve from there.

It's fair to assume that one move isn't going to win the game for you (not in the current, uncracked state of this game, at least). If Peacock tries to win solely by throwing item drops or just firing gun shots, she's going to get wrecked. Most of you are probably rolling your eyes, as you should be; it's common knowledge that a balance of moves is critical in winning in fighting games. However, this is where the misconception arrives: no one has developed the single cure-all combination for offense, defense, or combos in this game yet. Because the game is still relatively new and the system has so many lenient parts, you can be infinitely crafty with a character, especially when different characters are commingled (and as for 1 man teams, the extra power and health should add to the metagame in place of assists- think of how Zangief uses his incredible health count to stuff unsuspecting fighters). I'm thoroughly convinced that the only place you'll see blow-for-blow mirror matches is on the pro scene, and even there the game hasn't become limited to one team/layout. Personally, I've been fighting the same Peacock+Cerebella vs Double match-up with my friend since the game first came out and we're still changing things up and surprising each other.

As a final note, don't knock it until you try it. As many times as we've heard the same arguments- deep characters, cheap price, high quality for a small title- they are only popular opinions because there is a lot of truth in them. Besides, you have the right as a fighting game player to play it how you feel like it. Aim to have fun, and don't sell yourself short on combo-creativity and character uniqueness, because this game really brings it out in people.

Sillender said on December 27, 2012 at 9:15 a.m.

if 15 dollars is significant to you, then maybe you should step up your life situation instead of playing videogames in the first place. making extra characters isn't as easy as you f--kers think it is. this game should have been supported simply on the grounds that it was a fighting game by somebody who knew what they were doing.

Tensa said on December 27, 2012 at 9:47 a.m.

If this game had 12 or at least 15 characters+online lobbies it would have lived because the netcode is really good

TaoTuna said on December 27, 2012 at 9:53 a.m.


Save your breath, most people on this site aren't worth preaching to. They are ruled by their ignorance and capcom. You have a better chance of convincing someone right outside your block, face to face, then on this site among members of the "fgc".

Lyn said on December 27, 2012 at 10:33 a.m.


"No characters"

"If it was Capcom"

Recurring speeches I see. Glad to know that this fighting game community is dead and gone as well.

On more relative news, Venus looks like a really interesting character. Hope to see her reach the light sometime in future.

spman2099 said on December 27, 2012 at 10:59 a.m.


There is always someone who saunters into these discussions and makes this incredibly silly comment...

Many people are students, their time and money is limited; so yeah, they are not going to squander either on a game that does not appeal to them. Others have other responsibilities in life that they prioritize over gaming, so when they DO spend money and time on a game they want one that resonates with them. Hell, even if you make great money and have a lot of free time, it is still a poor investment to buy something that you aren't going to play.

The idea of buying a video game to support the promise that it MAY deliver on is absolutely asinine. I acknowledge that adding characters isn't easy; but despite it not being easy, it is necessary. You are a silly child (this applies even if you are in your 40's) if you think that people should have been throwing money at Skull Girls, which was essentially an incomplete game, just because people who cared were working on it and could have possibly improved the game had they been given enough money.

Promise and potential mean very little, what is important is the end product. Unfortunately, in regards to Skull Girls, the end product was simply not complete enough for most people.

Sillender said on December 27, 2012 at 11:26 a.m.


skullgirls (post-patch) is absolutely a complete product and a good competitive game, it's just that probably (being hella generous) 90% of the people on this site aren't actually good at fighting games / doesn't prioritize their time effectively enough to become good. if you're playing a fighting game seriously you should be playing one character/team to the fullest anyways instead of clamoring for dozens and dozens of more characters. fighting game character archetypes are well represented in skullgirls and every character is not only unique in mechanics but competitively effective.

that said, i respect the consumer's right to not buy a product they don't want to, but considering the decline of modern gaming in general, it's my opinion that the product should at least be considered as as a contextual reflection of the market's desires. i want to see more games born of original/individual creativity like skullgirls and less of "just dance 16" or "shoot mans 25".

if played how they should be played (social face to face serious competition), a fighting game can give you literally hundreds of hours of significant gameplay and skullgirls is no exception in my eyes.

also don't bother replying because i don't think you can type anything i'd want to read sorry

MeganeAgain said on December 27, 2012 at 11:40 a.m.

Great interview. Although there is less Skullgirls than I expected, there were still some very good questions thrown in. Mariel provides a nice glimpse of how animation and game development are like. Also, I have to say, she is really cute.


Anyway, good stuff. I'll definitely be on the lookout for more Sup, Holmes? now.

Kenshiro said on December 27, 2012 at 12:21 p.m.

@24 you'd be surprised at how many people will call Tekken boring but flock to something like Dead or Alive.

You can just look at the sales numbers of that game and see for yourself. Let's not forget how VF was treated bh in large. If not for Goh I wouldn't even bother with that game (which is mainly one of the few games I was vaguely referencing.

@38 you're a better sport than me but seemingly a bad consumer. If you spent 15 bucks unwittingly that's nobody's fault but your own. In this day and age you should be able to surmise if the game's /characters are to your liking through gameplay footage/demo/rental.

I respect Persona 4 but I did not by the game...none of the characterz appealed to me but I gave the game a chance...roster size be damned.

Lyn said on December 27, 2012 at 12:37 p.m.

It's amazing at how people piss 60 bucks for an incomplete game(MvC3) and then proceed to btch and whine at a 15 dollar game as if they paid 60 and was severely disappointed.

The immaturity.

illSim said on December 27, 2012 at 12:52 p.m.

people still play this?

Dark_Obliske said on December 27, 2012 at 1:17 p.m.

@27 wtf? "8 was too low for the asking price"? it was 15 dollars,umvc3 was 40 for 12 new characters(not including the 60 dollars for the beta)ssf4 ae was 15 for just 4 new characters and a balnce patch... 15 is isnt alot

illness690 said on December 27, 2012 at 1:34 p.m.

(This user was banned.)

Dark_Obliske said on December 27, 2012 at 1:44 p.m.

@24 all i read was your butthurt cuz unlike sg,vf was dead on release

Mac_Gargan said on December 27, 2012 at 2:09 p.m.

If you see this--thanks, Jonathan Holmes / Mariel Cartwright, that was a really good interview.

spman2099 said on December 27, 2012 at 2:21 p.m.


There isn't just one way to play a fighting game "seriously". Many players like to switch it up, even more have secondary mains. Justifying Skullgirls lacking roster by saying you should only play one character has other problematic implications; how about the fact that having so few characters limits the probability that players will find a character that resonates with them. So yeah, that is kind of a silly argument (but I wouldn't expect anything more coming from you).

Lastly, what does it matter if people aren't "good" at fighting games? How is that relevant whatsoever? Are you simply trying to elevate yourself as well as your argument? Who are you to make these value judgments? Where does your authority on the matter come from? So many questions, yet I am directing them at a person that appears incapable of answering a question logically...

I am not even going to bother pointing out how you are clearly back peddling in your second post; it simply isn't worth my time. More importantly, you simply aren't worth my time.


Lyn said on December 27, 2012 at 2:32 p.m.


The problem with that is that people are basing their entire argument on that.

I can think of far better arguments other than "8 characters" or "15 dollars" and I enjoy the game AND it's artist.

Maturity level does show when giving criticism; I don't know where you got your education from but I don't listen to the mind of a child because maturity level plays an important part in decision making.

What I'm saying is that the double standards runs deep in this so called "community".

I love Street Fighter.

JiCi said on December 27, 2012 at 2:50 p.m.


"Quality definitely takes precedence over quantity."

Quality took one Hell of a hit, if you ask me. Going from 30 characters to 8 is laughable. 15 or 12 would have have passed, but 8, including one who recycle sprites? Talk about a rip-off...

"MVC may have had large casts but so often you get tons of mirror matches because most of the cast is just down right nonviable in a tournament setting."

Sports aren't invented so they can be showed in the Olympics. Technically, they should have made a fighting game... just to make a fighting game, not to make it for EVO.

"The Skullgirls teams worked their asses off to get as much content in as Autumn would let them in their allotted time and it shows."

Yes, it shows that they ran out of time, not that they worked hard. If the publisher didn't want to give them more time and money, they should have looked for another publisher. Autumn Games doesn't own Reverge Labs, so if Labs didn't like how they were supported by Autumn games, they should just have looked for another publisher.

"If you think the cast is too weird for you, that's a preference thing but to say it didn't succeed is completely absurd."

The cast is all-female and "unique", two elements that can alienate fighting game fans. Arcana Hearts had the same problems, but at least they make it up with good mecanics. Here, you got a lackling roster... with no mecanic to call their own.

Lyn said on December 27, 2012 at 2:57 p.m.


Yeah Filia sure feels like Peacock down the line.

*Rolls Eyes*

The community ladies and gents~

HooliganComboFTW said on December 27, 2012 at 3:48 p.m.

Well, lets see if Lab Zero can get back up to there feet and finally start getting the additional characters in the game. Seeing all those empty character slots is pretty depressing since there was so much potential

JiCi said on December 27, 2012 at 3:57 p.m.


I don't get it...

The characters aren't the problem gameplay-wise, it's the game itself that lacks unique mecanics.

UMvC3 has better team-based mecanics and many games have combo-breakers, like the Infinite Protection System... What other unique mecanics do Skullgirls have again? It has almost nothing to distinguish itself and say: "Hey look, we're different!"

- Persona 4 Arena and BlazBlue didn't feel like Guilty Gear because they had different mecanics.
- Tatsunoko vs Capcom didn't feel like Marvel vs Capcom because it has different mecanics.
- Street Fighter x Tekken didn't feel like SSFIV because it has different mecanics.

Skullgirls has NOTHING unique, it's basically a MvC rip-off, and no, different characters are not enough to call itself unique.

Viro_veteruscy said on December 27, 2012 at 5 p.m.

Sigh... you say the other games have different mechanics yet you do not say any of them.

-Persona 4 is basically Jojo's Bizarre Adventure with more emphasis on their partner character (or Stands in Jojo) and a meter that can break combos. There's also a 1 hit kill ability though other games have this as well such as Blazblue.

-TvC was the better MvC3 in terms of having a Mega Crush system (costs 2 meter to break out of a combo which would have been useful in MvC3)as well as the Baroque system that uses Red Health for a power boost (like MvC3's X-Factor), could have been more balanced but the risk reward was more drastic cause you could miss your chance and waste your Red Health. This game also had some characters that not many knew of but still risked putting them in the game.

-SFxT is basically a more flexible SF4 with added gimmicks to try to make the game more appealing such as the Pandora system (basically cause of X-Factor or the Ultra Meter in SF4, though SF4's Ultra Meter has more thought because despite being a comeback mechanic, it still needs more strategy to use than X-Factor which can just chip kill opponents). The Gem system was mostly going off of Marvel Superhero's Gem system for nostalgia. Yes there is a big difference between the two and neither are needed for their games, however SFxT has folded and uses the gems regardless of being able to turn them off.

As for Skullgirls, you can break out of infinite, change your assist to whatever you want them to be, play styles are vastly different for each PLAYER not necessarily the characters themselves. Similarities can be fold in Darkstalkers in terms of the crazy designs that SG has in their characters and the fact that every combo you do has to have variety in order to avoid the Infinite Detector changes how you think in the game. Some people actually use the Inf D. as part of the combo to use resets.

If you don't like the game that's fine, but find more legit reasons to not like it rather than "gameplay" or even "roster" that people seem to grab onto. It's an Indie game not a super budget game (at least not yet). If and when it get bigger then some of these arguments can be taken with a grain of salt, but until then either give games a chance or just don't complin about something you had no interest in to begin with.

Kenshiro said on December 27, 2012 at 5 p.m.


You sound completely ignorant. The game is nothing like MvC...any of the versions.
And yea SFxT is different from AE which is why it's widely laughed at for being a watered down version of it's spiritual predecessor.

Now I really have heard everything from these nooblets.

A1Spinn said on December 27, 2012 at 5:16 p.m.

love fighting games then JUST SUPPORT IT!!!

Viro_veteruscy said on December 27, 2012 at 5:24 p.m.


JiCi said on December 27, 2012 at 7:05 p.m.


"If you don't like the game that's fine, but find more legit reasons to not like it rather than "gameplay" or even "roster" that people seem to grab onto. It's an Indie game not a super budget game (at least not yet). If and when it get bigger then some of these arguments can be taken with a grain of salt, but until then either give games a chance or just don't complin about something you had no interest in to begin with."

How about "because it's not up to par with other fighters" ?
- The average for new fighting games these days is around 12 or 16, not below. It worked for MK1 (7) and SF2 (8) back then because it was new, but today, we want bigger rosters, because it provides more variety AND replay value. I don't know what were their standards, but they should have aimed higher. Just because we usually see only 8 characters or so in tourneys doesn't mean their game should only have 8 characters.

- The 3-vs-3 mecanic doesn't work very well because of the small roster. The combinations are too few, regardless of how many ways you can customize your assists. The game should have been a 1-vs-1 title to begin with.

- It doesn't have any unique mecanic. The infinite breaker is like a combo breaker or burst and the team mecanics are ripped straight from MvC2 and MvC3, except that you select more than three types of assists. There's nothing very innovative about that, and there's nothing else at all. You'd think they would use something taken from their story to diversify it a bit.

- If not liking the game because of the gameplay and the roster aren't legit enough... then I fail to understand how would one not want to buy this game. Graphics? shouldn't matter that much. Price? that's rather cheap. Mike Z being involved? that's stretching it to nonsense...

What legit reason did you expect me to say??? Why wouldn't you buy Skullgirls then???

I don't like how the game plays and none of the characters appeals to me or resemble any other character I usually play in other games. If it was a real 1-vs-1 game with double the roster, maybe I would have tried it, but again, the gameplay and the roster would have to WOW me more.

Lyn said on December 27, 2012 at 9:18 p.m.


"If the game was Street Fighter, I would have bought it."

We get it haha! We get it.

Thank you for basing your entire argument on roster size btw... I mean, thats ALL any of you have to say about the game.

"Bigger roster!"

"Need manly men!"


It's ridiculous at how fluid and rich the game is yet everyone wants to see Ryu throwing a fireball just so they can buy it.


No, lets not talk about how just about everyone can get blown up after a AIR GRAB no, lets talk about the roster size because we never played the game yet alone figured out the 8 characters that are already given to us.

My Parasoul, Peacock, AND Miss Fortune is still sht so I KNOW none of you have every character figured out and at tourney level.

Ex_Ein said on December 27, 2012 at 10:54 p.m.

@52....actually difference is UMVC3 still had 30 other characters same with AE....while Skullgirls has only 8....15 dollar for 12 new characters on top of the previous 38 isn't bad especially with the hud and other odd ends that got redesigned and the new modes and stages (also, the new moves and a huge nerf/buff list for alot of the cast didn't hurt). Even with AE there, was a giant patch that made some other wise garbage characters (including my fan favorite GEN) into decent fighters. So again a game with ONLY 8 fighters asking for 15 bucks is too much.

@66, this isn't about figuring out everything, just about you know enjoying the game as it stands, I know the arsenal of the current cast is lacking what I like in characters based on character demos and exhibition matches...if double and Ms. F didn't play like they do and more how I thought they would (with double being a Arakune type character and Ms. F playing more like a Dhalsim) I'd pick up the game.

Smorgasboard said on December 27, 2012 at 10:57 p.m.

This game is a success if it's goal was to appeal to Mike Z and friends.

It failed if it was meant to appeal to anyone else.

Predictably, the only SG community left consist of Mike Z and friends.

Lyn said on December 27, 2012 at 10:58 p.m.


Which is what exactly?

I see you talking but you're not saying anything.

Ex_Ein said on December 27, 2012 at 11 p.m.

what specifically talking about Lyn?

Viro_veteruscy said on December 28, 2012 at 12:43 a.m.


Again, you fail to recognize the "It's an Indie game" compared to the higher budget company games. YES, I do agree that a bigger roster would be good IF it was a game made from Capcom or even Namco then your statement is justified. But since Skullgirls isn't from either then you get what you can get from such a small company. If your complaint is about the 3 vs 3 then simply play 1 vs 1 matches (that's why they give you that option) duh... The characters don't resemble characters you usually play? That's debatable since every character has a unique style and eventually you'd find someone to play with (kinda the point, I mean you shouldn't play a fighting game then debunk it for not having Ryu or Sub-Zero in it, defeates the perpose of having more than 1 character in the game in the first place) just need to learn to branch out and learn something new.

However, this is all dependent on you you even give a fighting game a chance in the first place. Playstation All-Stars is definitly not like Smash Brothers but I gave it a shot. Sure, I wish there were more ways to kill characters with but I'll manage with Ratchet and Clank because I don't think the game is bad. Same for games like MvC3 and Tekken Tag 2, not the best games in the world to me but I still try with characters that I wouldn't always normally use (heck I use Shuma-Gorath, Ghost Rider and Amaterasu in that order).

I'm more willing to find a character to play with so either you try the game and find a character you can use or simply play a game more on your level. Enough said.

Lyn said on December 28, 2012 at 12:52 a.m.


If you want to play Arakune or Dhalsim, there are games with them in it.

Don't base arguments off of pre-existing characters... That's just like saying, "It's not Street Fighter, so I'm not buying."

Which is what majority is saying anyway.

gweuisdf said on December 28, 2012 at 4:53 a.m.

(This user was banned.)

Renegade_Rook said on December 28, 2012 at 4:57 a.m.

I don't understand all the people getting all aggressive at those that didn't want to get the game. It's an indie game and very impressive for an indie game for its price. That said it's still just an indie game and if it's not as fun as other games out there and I know I won't play it then I try not to buy it. I wouldn't buy the best 1 character game made by a grade schooler for 3 bucks either. I did buy the game, mostly because I thought that it would be adding more characters and etc. like they said that they would if they were successful. I might be wrong but I thought it was a top-seller so I was hopeful but I guess that never happened. Played it for maybe 3 days and then stopped, then I guess with the news of the balance everyone else did too. No replays or even online lobbies really killed this for me a lot more than the lack of characters. Everyone talking about getting good and hidden depth and giving it a chance, not everyone is planning to go win tournaments. Some people play games for fun and like having more characters to mess with while playing with friends (which is horrible because again no lobbies).

TL;DR: The game is very good considering it's an indie game but compared to all the actual fighting games it's still just an indie game.

Kenshiro said on December 28, 2012 at 8:16 a.m.

Thank you Captain Obvious. No one here knew it was an indie game. Nor is anyone else allowed to find some sort of entertainment from it w/o comparing it to other fighters.

Ex_Ein said on December 28, 2012 at 8:18 p.m.

@lyn, the thing is a few of the skullgirls characters do play like other fighting game characters, case and point double is literally the skull girls' version of seth and necrid(sc2) in terms of she's a mix mash of stolen moves with very few things to call her own. And Ms F out right has Berserker barage(even says it).

Also you mistake me saying "Arakune type" and "Like a dhalsim" for actually wanting to play those characters. I want to play new variations of said characters that's why I said "type" and "like a". I've played battle fantasia and it was a 20 dollar title from nearly 4 years ago but it has more to it than skullgirls does and that was a half assed effort by ark sys compared to blaz or Persona Arena and that had more characters I liked in terms of apperance and playstyle.

Renegade_Rook said on December 28, 2012 at 10:13 p.m.

That wasn't the point. Most of the comments defending it are pretty much agreeing how it doesn't stack up to other games since it's made by an indie company. I don't think I implied in any way what anyone should or shouldn't enjoy and I could swear that I was pretty clear that was my opinion. Shouldn't take things so far up your ass, you didn't make this game and others opinions shouldn't affect your playing of it.

Ravidrath said on December 31, 2012 at 4:49 p.m.

Just to clear this up...

The extended roster is about 36 characters, and was intended to cover up through, like... Skullgirls 3 in Alex's head. So I assure you there were never any plans to release 28 DLC characters.

Before the whole Reverge/Autumn/Lab Zero drama started, it looked like we were going to aim for 4-5 DLC characters.

Kenshiro said on January 9, 2013 at 7:29 a.m.


You had some good points until you implied it wasn't an actual fighting game. Hey it's totally you and your post that makes you seem like a dick, there's no way to misconstrue that. A Backhanded compliment that ends up taking a crap over your entire point,

Your head is so far up your ass you can hardly convey anything coherent or sensible.

Relax guys it's not a 'real' fighter.


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