head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, 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 precision metroidvania about learning fixed boss patterns and tight platforming.
Cuphead leans Execution (Pure Mechanics); Hollow Knight leans Execution (Practiced Mastery).
Cuphead leans a little harder on execution, though the gap is small.
Cuphead
Tight dodging and parry timing decide every boss.
Hollow Knight
Precise platforming and pogo timing dominate hard content.
Hollow Knight leans a little harder on reads, though the gap is small.
Cuphead
Bosses cycle scripted phases; no adaptation to player.
Hollow Knight
Bosses run scripted attack pools; not adaptive.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Cuphead
Minor attack-order shuffling between phases.
Hollow Knight
Negligible; world layout is fixed.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Cuphead
Loadouts and boss phase order are fully learnable.
Hollow Knight
Charm builds and boss routes are fully learnable.
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.