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 · Pure Mechanics
A run-and-gun boss rush about dodging scripted patterns with tight inputs.

Execution · Practiced Mastery
A danmaku arcade shmup where surviving cascading bullet curtains and optimising hyper-cancel chaining pushes execution to its ceiling.
Cuphead leans Execution (Pure Mechanics); DoDonPachi DaiFukkatsu 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.
Cuphead
Tight dodging and parry timing decide every boss.
DoDonPachi DaiFukkatsu
Surviving dense bullet curtains at high speed demands peak precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Cuphead
Bosses cycle scripted phases; no adaptation to player.
DoDonPachi DaiFukkatsu
Scripted enemy patterns only - no adaptive opponent
DoDonPachi DaiFukkatsu leans a little harder on variance, though the gap is small.
Cuphead
Minor attack-order shuffling between phases.
DoDonPachi DaiFukkatsu
Rank system and some random bullet timings add pressure
DoDonPachi DaiFukkatsu leans a little harder on optimization, though the gap is small.
Cuphead
Loadouts and boss phase order are fully learnable.
DoDonPachi DaiFukkatsu
Hyper cancels, chaining, and routing for maximum score are fully solvable
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.