First version of ASB is pure garbage. CvS1 and SvC are at least playable games. Only thing is that ASB got patches to fix it up though I don't know how much. I hated that the limited number of normal moves the game had, heh.
I might load it up if I still have my copy of it. I really liked playing Muhammad
Patches apply if you're talking about the Japan version. NA version came with patches pre-installed on the disc.
Changes from JP version from 1.01 - 1.05
-They forgot to program throws to do damage. Throws now on average do 120dmg or a little over 10%. That's not counting those who can combo off of throws.
-You could not punish with a throw. Even during recovery frames your opponent could break throws. They fixed this.
-You can now combo into ultra (GHA) from a normal or command normal. Before there was no way other than spending a bar to roman cancel, then do the ultra.
-You can cancel a sweep (2H) into a special move now. This greatly helps with oki set-ups.
-Jumping now has actual frame data and now has a small amount of start-up and recovery, so you can actually punish bad jumps now. Before there was absolutely no reason not to just hold your thumb on up-forward.
-Guard Gauge recovers slower the more drained it is. Guard Gauge no longer recovers when you're in the air. Throws will take away 10% from Guard Gauge.
-Combo system went through a few changes. In 1.02 they got rid of air juggling entirely to remove infinates. People hated this so in 1.03 they used a 'number of hits system' so if lets say you juggled at the wall, you could only do 6 reps of 2L > 5L before the combo auto-drops.
-Wave dashing was added (just mash forward).
-Taunt combos were discovered. Usually it means get hard knockdown > do a projectile > roman cancel > taunt > projectile hits and you can continue the combo. People thought this would be taken out, but in 1.03 they just made it so you can only do 1 per round. (If you're in practice mode, be sure to pause > retry when practicing taunt combos, as it only lest you do one.)
-Sylish dodge takes up about 1/4 of a Guard Gauge. There is now a 'high' and 'low' stylish dodge, guessing wrong takes more Guard Gauge. It means the difference between being able to do 3 or 4 parries.
-Campaign mode was heavily neutered due to backlash. It was like one of those FTP cell phone games where you had battery or charges, and each fight took away one pellet, and each pellet took 20 mins to recharge. This was to get you to buy micro-transactions to keep playing. It now takes 2 mins per pellet for a total of 20mins for a full refill. So you can now just play through arcade mode and come back. Knowing the tricks, you can get all the colors, costumes, and customization items for free with little hassle. As an apology for this, they gave away the first DLC character, Fugo, for free. (DLC characters cost $2).
-Massive character balance patch. Patch notes were almost 40 pages. A lot of the moves either A) had no difference between LMH versions, or B) they were there as a cool reference, but had no real purpose. Many, many moves got new versions for LMH and were tweaked to be much more effective. This helped to greatly diversify the cast, as before it was more a matter of who had the best jump-ins > Easy Beat combo. Many characters became actual characters with the patch. Characters who were though of as crappy, like Akira, shot up the tier list.
-Patch 1.05 simply reduced damage on some things, as Diavolo's BnB and Mista's gun loops were a bit too crazy.
There's still some stuff that could be tweaked. Walk speed could be faster, more command normals with damage scaling being more front-ended so pokes are a bit more effective, parry changes, but overall its waaaay better than the alpha that was released for $60.