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
Couch-competitive archery brawler decided by twitch arrows and reading your friends.
Chivalry: Medieval Warfare leans Execution (Competitive PvP); TowerFall Ascension 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
TowerFall Ascension
Arrow aim, dodges, and arrow catches are razor-tight
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
TowerFall Ascension
Couch PvP is constant mutual prediction and baiting
TowerFall Ascension leans a little harder on variance, though the gap is small.
Chivalry: Medieval Warfare
Battlefield chaos with many players
TowerFall Ascension
Random powerup chests and variants spice rounds
Chivalry: Medieval Warfare leans a little harder on optimization, though the gap is small.
Chivalry: Medieval Warfare
Class loadouts and objective knowledge
TowerFall Ascension
Small fixed arenas leave little system to solve
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.