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

Execution · Grand Arena
Crossover fighting game where groove systems and footsies meet deep execution demands.

Execution · Grand Arena
A technically rich tag fighter where assist-driven combos and team synergy optimisation reward deep practice.
Capcom vs. SNK 2: Mark of the Millennium 2001 leans Execution (Grand Arena); Skullgirls leans Execution (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Capcom vs. SNK 2: Mark of the Millennium 2001
Strict links, roll cancels, groove mechanics
Skullgirls
Long Blockbuster extensions and precise assist calls demand high motor skill
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Capcom vs. SNK 2: Mark of the Millennium 2001
Footsies and conditioning against adapting humans
Skullgirls
Team composition reads and opponent tendency tracking are constant
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Capcom vs. SNK 2: Mark of the Millennium 2001
Almost no randomness in matches
Skullgirls
No RNG; all information is transparent
Skullgirls leans a little harder on optimization, though the gap is small.
Capcom vs. SNK 2: Mark of the Millennium 2001
Groove selection, team order, matchup theory
Skullgirls
Ratio team building and combo routing are extensively optimised by the community
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.