head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, 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 Wii U Smash that restored competitive pace and a huge roster of labbable kill confirms.
JoJo's Bizarre Adventure: All-Star Battle R leans Reads (Competitive PvP); Super Smash Bros. for Wii U leans Execution (Competitive PvP).
Same score on execution - 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
Combo execution and punish timing matter
Super Smash Bros. for Wii U
Perfect pivots and precise aerial spacing reward sharp 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
Super Smash Bros. for Wii U
Ledge-trap and landing-trap guessing against humans never converges.
Super Smash Bros. for Wii U 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
Super Smash Bros. for Wii U
Tripping removed; only minor move RNG remains.
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
Super Smash Bros. for Wii U
Rage mechanics and kill-confirm percents are deeply labbable.
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
Super Smash Bros. for Wii U →