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
The foundational test of fighting-game execution and human prediction at speed.
JoJo's Bizarre Adventure: All-Star Battle R leans Reads (Competitive PvP); Street Fighter II' Turbo leans Execution (Competitive PvP).
Street Fighter II' Turbo 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
Street Fighter II' Turbo
Charge timing and anti-air reactions at turbo speed
Same score on reads - 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
Human opponents adapt every round, classic fighter mind games
Street Fighter II' Turbo
Fireball-trap mind games against an adapting human are the essence
JoJo's Bizarre Adventure: All-Star Battle R leans a little harder on variance, though the gap is small.
JoJo's Bizarre Adventure: All-Star Battle R
Full information once matchups are known
Street Fighter II' Turbo
Twelve public movesets, nothing hidden
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
Street Fighter II' Turbo
Matchup theory and spacing fundamentals were codified here
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.