Skullgirls has a setting reminscent of BioShock with its 1940s post-war America feel and timely artstyle. The amazing, ambient soundtrack offers brillant sounds resembling that time period and fits perfectly with the on screen action. Voice work is top notch and also fitting in the game as well. The playable roster of characters now consists of nine females ranging with different playstyles & personalities, offering incredible variety despite being a relatively small roster compared to AAA fighters. The Skullgirls Indiegogo campaign brought forth the announcement of five new characters to be distributed across all platforms for free (one has already been released in Squigly).

The engine, look, and feel of the game were intentionally modeled after Marvel vs Capcom 2 most notably, implementing similar mechanics that MvC2 (and its sequels) became famous for in its later years such as tag-team combat, delayed hyper combos, snapbacks, and character assists. Ratios from the Capcom vs SNK games were also implemented. A single character will have more health and deal more damage while two to three character teams will have a slight decrease in health and damage but are capable of DHCs, assists, & brief health recovery when tagged out. One of the more interesting and new mechanics, geared towards two to three character teams are the inclusion of custom assists. This is simple as inputting the move of a particular character in the select screen. This leaves room for added experimentation with teams.