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

Execution · Competitive PvP
A boxing game testing punch timing and reading opponent openings.
Chivalry: Medieval Warfare leans Execution (Competitive PvP); Real Boxing 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
Real Boxing
Timing punches, blocks and dodges is the core
Chivalry: Medieval Warfare leans a little harder on reads, though the gap is small.
Chivalry: Medieval Warfare
Feints and drags against adapting humans
Real Boxing
Reading opponent feints matters in multiplayer
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Chivalry: Medieval Warfare
Battlefield chaos with many players
Real Boxing
Little randomness in outcomes
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Chivalry: Medieval Warfare
Class loadouts and objective knowledge
Real Boxing
Stat training and stamina management add depth
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.