This is not your typical venture. The team at Skullgirls has proven themselves already. Before even starting this game, the lead designer was a top player in the fighting game scene (Mike Z). He was around as the American Fighting game scene began, and taught many how to play fighting games at an interstate level (Puny Americans lose to Gigantic Tager!!). One can argue that they are community leaders in some respects.
Ask anyone in the scene, they know what Skullgirls is: the only "real" American hyper-fighter. They are very tightly integrated into the community in levels that few startups can even imagine. This isn't some sort of Mortal Kombat newbie piece of trash, this is a game with an actual skill ceiling.
If you're in the fighting game scene, supporting this project is a must. Its not even a matter of getting value out of this, its about supporting players you respect... highly skilled players who have ventured out of their way to develop a fighting game.
This is more to a testament to the Fighting Game community, than it is to Skullgirls itself. We're freaks, and proud of it, and proud to support our brethren. There are only so many people who can consistently execute combos with 1/60th of a second accuracy (aka: 1-frame links), while simultaneously setting you up for a standing reset. There are only so many people who even understand what that means... and the Skullgirls team is one of the few that not only understands this stuff... but also designs the game at that level and improves around it. (Skullgirls is the only 2d fighter with Anti High/low unblockable setups recognition for example)
I dare say, they are the only ones in America who can balance the game at this level. The other companies who understand this sort of stuff are all in Japan, and even compared to them Skullgirls has pushed the envelope. Supporting Skullgirls is supporting the Fighting Game Scene, the only real Fighting Game company in America, and bringing top tier gameplay into the American Game Design world.