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.

Execution · Practiced Mastery
A fast mech-action game where assembling the right build and piloting it hard both decide bosses.

Execution · Practiced Mastery
Movement execution and route optimisation through a fixed, mappable planet.
Armored Core VI: Fires of Rubicon leans Execution (Practiced Mastery); Super Metroid leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Armored Core VI: Fires of Rubicon
Boss fights demand sharp dodges and stagger timing
Super Metroid
Wall-jumps, shinesparks and boss dodges demand precise inputs
Armored Core VI: Fires of Rubicon leans a little harder on reads, though the gap is small.
Armored Core VI: Fires of Rubicon
Campaign bosses are scripted; PvP is niche
Super Metroid
Bosses cycle fixed patterns, never adapting
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Armored Core VI: Fires of Rubicon
Fixed encounters
Super Metroid
Item and route knowledge is fixed once discovered
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Armored Core VI: Fires of Rubicon
Build crafting trivializes many bosses
Super Metroid
Sequence-breaking route optimisation is the enduring meta-game
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.