Here's some weekend JoJo:
Yoshikage Kira VS Will Zeppeli:
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm28463679
Yoshikage Kira is a rushdown and okizeme character, as opposed to his Kosaku counterpart (zoning and okizeme). Im not sure if you see him use the coin in this set, but his coin is unblockable. This leads to some seriously scary wake-up situations. Combine that with 60-70% combos, and he can finish people pretty quickly. On top of that, his ultra, Sheer Heart Attack, is unblockable and can be cancelled into out of a blockstring. This means if he has 2 bars and youre low on life, you cant let him touch you at all or its a guaranteed win for him.
Will Zeppeli is a well rounded character capable of both rush down and keep out. His tools give him debatably the best neutral game in the game. In fact, this character is pretty unique amongst fighting games in that he has full control over positioning in a match. This is due to EX Sunlight Yellow Overdrive (63214S), which stuns the opponent long enough to dash forward twice for wall carry, side-step to go from side wall to back wall, or even jump over to change sides, and THEN finish the combo. In addition to this, he has different ways to change his air trajectory after a jump for mix-ups. Hes also one of the characters that can cancel normals into a super jump for both safety and pressure. Despite all this, he was considered lower tier because of his low damage output. This changed after it was discovered that you can convert almost any hard knockdown situation into an extended combo by chaining instant TKd air Tornado Overdrives to get a bunch of extra damage and meter. Hes pretty great and fun to play.
I recently had the chance to play the PS1 version of the Capcom JoJo game. The story mode in that game definitely puts ASB to shame. One thing I will say, however, is that after the first time it becomes a big pain to unlock the hidden characters. Some of those story missions are super hard, and if you dont have a guide its almost impossible to figure out the secret factors to get your scores up.
After a while of playing I think one isnt necessarily better than the other. The Capcom one is definitely more poke heavy and the KOF styled movement is interesting. You dash forward and the character hurls themselves across the screen. Combos are notoriously hard in that game. Links out the butt. Meanwhile ASB has 3D movement with Virtua Fighter styled side step, different weight classes for juggles, and roman cancels. Capcom has the dash through and ASB has a parry system. Capcom has tandem attacks and ASB has stand rush. Both have ways to cancel into stand-on. Theyre as similar as they are different, and I think it comes down to preference -- kind of like choosing between Tekken 6 (ASB) and TTT2. One is more slow and deliberate, yet solid. The other is much more fast and loose. One thing that I do appreciate about ASB is that the roster seems much more balanced. Poor Young Joseph in Capcoms game
the hit-box for his clackers is pretty much in his fist