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FYI, for anyone w/Vita, keep in mind that Skullgirls was just barely able to fit on the Vita's hardware. So for the port to work, they prioritized as many resources as they could on keeping the gameplay at 60fps. That's essentially what you're getting: 60fps SG gameplay on your portable Sony device, and crossplay with PS3/4 versions of SG.
They're planning on patching out some unintended bugs, but things like the blurry text probably won't be fixed. Skullgirls maxes out the Vita's GPU, so they'd have to entirely rebuild all of the assets to fit within the needed res and memory limits. That's a ton of work, almost like making an entirely new game (which is what companies had to do back in the day to port games from Arcade to SNES to Genesis etc.). They're not a huge studio, so they just don't have the budget for that kind of work.
But don't just take my word for it. Here are some details from Peter (LabZero CEO) on NeoGAF:
http://www.neogaf.com/forum/showthread.php?t=1203294
and from the official Twitter: