head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Practiced Mastery
Capcom's futuristic arcade beat 'em up starring four heroes battling crime across Metro City.

Execution · Practiced Mastery
Crowd-control execution against memorised enemy patterns, stage by stage.
Captain Commando leans Execution (Practiced Mastery); Streets of Rage leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Captain Commando
Tight arcade brawling, dash attacks, throw timing
Streets of Rage
Spacing, crowd control and throw timing carry every stage
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Captain Commando
Fixed enemy formations and boss scripts
Streets of Rage
Enemy gangs attack from fixed arcade patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Captain Commando
Small item and spawn variance
Streets of Rage
Spawns are essentially deterministic per stage
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Captain Commando
Stage routing and damage-efficient crowd handling
Streets of Rage
One-credit clears come from learned positioning and patterns
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.