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

Execution · Competitive PvP
Timing-based reversal duels with human mind-games layered on wrestling systems.
Brawl Stars leans Execution (Competitive PvP); WWE '13 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
WWE '13
Reversal windows and move timing decide exchanges
Brawl Stars leans a little harder on reads, though the gap is small.
Brawl Stars
Human teams rotate, bait supers, and adapt
WWE '13
Human opponents vary timing to bait reversals
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Brawl Stars
Bush ambushes and power-cube spawns hide information
WWE '13
Kick-out rolls and momentum swings add scripted chaos
Brawl Stars leans a little harder on optimization, though the gap is small.
Brawl Stars
Brawler matchups and map strategy are learnable
WWE '13
Knowing move-sets and match-type systems pays off
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.