head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Reads · Competitive PvP
An anime fighting game packing JoJo's whole cast into stylish one-on-one duels.

Execution · Competitive PvP
High-speed tag-team execution and human prediction in gleeful early-Versus chaos.
JoJo's Bizarre Adventure: All-Star Battle R leans Reads (Competitive PvP); Marvel vs. Capcom: Clash of Super Heroes leans Execution (Competitive PvP).
Marvel vs. Capcom: Clash of Super Heroes leans a little harder on execution, though the gap is small.
JoJo's Bizarre Adventure: All-Star Battle R
Combo execution and punish timing matter
Marvel vs. Capcom: Clash of Super Heroes
Chain combos, assists and infinites demand fast precise hands
JoJo's Bizarre Adventure: All-Star Battle R leans a little harder on reads, though the gap is small.
JoJo's Bizarre Adventure: All-Star Battle R
Human opponents adapt every round, classic fighter mind games
Marvel vs. Capcom: Clash of Super Heroes
Baiting a human's assist call or super is the duel
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
JoJo's Bizarre Adventure: All-Star Battle R
Full information once matchups are known
Marvel vs. Capcom: Clash of Super Heroes
Hidden characters aside, everything is public
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
JoJo's Bizarre Adventure: All-Star Battle R
Frame data, matchup knowledge, optimal punishes
Marvel vs. Capcom: Clash of Super Heroes
Team composition and infinite-combo knowledge define the meta
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.
full breakdown
JoJo's Bizarre Adventure: All-Star Battle R →
full breakdown
Marvel vs. Capcom: Clash of Super Heroes →