http://store.steampowered.com/app/245170/?snr=1_7_15__13This is, hands down, the best new fighting game of this generation. It was made by one of the greatest tournament players in the world, play tested by other tournament players, and obsessively tweaked. It is absolutely amazing, and a great place to learn the genre.
Here is a review/recommendation I posted earlier
"Skullgirls is, in my opinion, the best 2d fighting game of this generation. It is, for all intents and purposes, the true sequel to Marvel Vs Capcom 2. While it does have ideas and a style of it's own, it stays true to the fundamental "logic" and ideas on what makes a competitive fighting game fun and smart that fueled MVC2.
The game allows you to select a team of 1 to 3 characters to fight 1 on 1 and switch out with the next character when defeated or low on health. Health and damage are balanced based on how many characters you have on your team, and much like Mvc2, you are also able to pick an "assist", that is you'll be able to call one of your other team mates from off screen to perform a move, after which they recharge this ability briefly. It's pretty much the same system as Mvc2, except you can choose to have 2 or 1 characters on your team. Also unlike Mvc2, you can choose your assist move from any of your characters abilities and moves.
The cast might seem small compared to some fighters which are running 13 installments and have over 50 characters, but the design of each of these characters is where the game really shines. Each character is masterfully designed, smart, and creative to play. Each of them plays and feels completely different, but none of them are one dimensional, and can be played with a variety of play styles and gameplans. Combine this with the team ratio's and vast selection of assist types, and you have a game that gives you a wealth of options in creating your own fighting style.
The brilliance of the move set design also makes moment to moment combat feel perfect. The pacing of the game is excellent, with quick moves and both players being presented with new risk/reward decisions every moment. Unlike some fighters (that shall remain nameless), the game never clogs down with block stun or makes you feel like your waiting for your next chance to move. With the low amount of block stun and the negative frames on most blocked attacks, the game is constantly thrusting the chance to act upon each player. The choices are not shallow either, as every single option in the game feels perfectly unsafe and counterable, making every decision count.
If you have any interest in fighting games or competitive games whatsoever, please buy Skullgirls!"