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.

Execution · Competitive PvP
Arcade wrestling that tests grapple timing and baiting a human into bad pins.

Execution · Pure Mechanics
Momentum-perfect platform racing spiced with item mind games against humans.
3 Count Bout leans Execution (Competitive PvP); SpeedRunners leans Execution (Pure Mechanics).
SpeedRunners leans a little harder on execution, though the gap is small.
3 Count Bout
Grapple timing and button mashing decide most exchanges
SpeedRunners
Grapple swings and boost timing at full speed decide races
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
3 Count Bout
Human opponents bait grapples and pins unpredictably
SpeedRunners
Timing item throws against human racers' habits wins exchanges
SpeedRunners leans a little harder on variance, though the gap is small.
3 Count Bout
Nothing hidden in the ring
SpeedRunners
Item pickups add party-game chaos
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
3 Count Bout
Hidden moves and wrestler matchup knowledge reward study
SpeedRunners
Optimal racing lines per track are learnable
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.