head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Execution · Competitive PvP
Supercell's snappy top-down team brawler built around three-minute objective fights.

Execution · Competitive PvP
Tests shot timing and faking out human defenders amid item-driven chaos.
Brawl Stars leans Execution (Competitive PvP); Mario Strikers Charged leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Brawl Stars
Aim, dodging, and ability timing in real time
Mario Strikers Charged
Timing tackles, charged shots and goalie deflections needs quick hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Brawl Stars
Human teams rotate, bait supers, and adapt
Mario Strikers Charged
Versus humans, faking shots and baiting tackles drives goals
Mario Strikers Charged leans a little harder on variance, though the gap is small.
Brawl Stars
Bush ambushes and power-cube spawns hide information
Mario Strikers Charged
Items and stage hazards inject swingy chaos into matches
Brawl Stars leans a little harder on optimization, though the gap is small.
Brawl Stars
Brawler matchups and map strategy are learnable
Mario Strikers Charged
Captain abilities and team builds reward knowing the systems
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.