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
First-person medieval melee where feints and drags duel human reads.

Execution · Competitive PvP
High-speed tag-team execution and human prediction in gleeful early-Versus chaos.
Chivalry: Medieval Warfare leans Execution (Competitive PvP); Marvel vs. Capcom: Clash of Super Heroes 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.
Chivalry: Medieval Warfare
Swing manipulation, footwork, and parry timing
Marvel vs. Capcom: Clash of Super Heroes
Chain combos, assists and infinites demand fast precise hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Chivalry: Medieval Warfare
Feints and drags against adapting humans
Marvel vs. Capcom: Clash of Super Heroes
Baiting a human's assist call or super is the duel
Chivalry: Medieval Warfare leans a little harder on variance, though the gap is small.
Chivalry: Medieval Warfare
Battlefield chaos with many players
Marvel vs. Capcom: Clash of Super Heroes
Hidden characters aside, everything is public
Marvel vs. Capcom: Clash of Super Heroes leans a little harder on optimization, though the gap is small.
Chivalry: Medieval Warfare
Class loadouts and objective knowledge
Marvel vs. Capcom: Clash of Super Heroes
Team composition and infinite-combo knowledge define the meta
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.