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
Top-down team arena brawler distilling MOBA fights into pure skillshot duels.

Execution · Competitive PvP
The N64 original that turned Nintendo mascots into a percent-and-knockback platform fighter.
Battlerite leans Execution (Competitive PvP); Super Smash Bros. leans Execution (Competitive PvP).
Battlerite leans a little harder on execution, though the gap is small.
Battlerite
Skillshot aim, dodges, and tight cooldown timing
Super Smash Bros.
Z-cancels and DI demand fast precise inputs despite simple controls.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Battlerite
Pure PvP mind games over counters and baits
Super Smash Bros.
Edgeguard and tech-chase guessing against adapting humans decides stocks.
Super Smash Bros. leans a little harder on variance, though the gap is small.
Battlerite
Almost no randomness; center orb timing only
Super Smash Bros.
Item spawns add randomness; tournament rules strip most of it.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Battlerite
Loadout rites and matchup knowledge
Super Smash Bros.
Stage positioning and percent-based kill setups 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.