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
Early fighting-game execution and spacing, plus mind-games against humans.

Execution · Competitive PvP
Weapon-based dueling testing spacing execution and mixup prediction against humans.
Art of Fighting 2 leans Execution (Competitive PvP); SoulCalibur III leans Execution (Competitive PvP).
Art of Fighting 2 leans a little harder on execution, though the gap is small.
Art of Fighting 2
Spirit-gauge specials and spacing demand drilled precision
SoulCalibur III
Spacing, movement and just-frame timing demand real hands
SoulCalibur III leans a little harder on reads, though the gap is small.
Art of Fighting 2
Human matches turn on baiting and conditioning
SoulCalibur III
Versus humans, conditioning and throw-mixup guessing decides rounds
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Art of Fighting 2
Nothing random in the fixed roster
SoulCalibur III
Deterministic combat with nothing hidden
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Art of Fighting 2
Notoriously hard AI patterns are studyable scripts, not minds
SoulCalibur III
Frame data, matchup study and stage knowledge run deep
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.