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 · Pure Mechanics
Harder, longer-sightline sequel demanding even cleaner execution per floor.
Cuphead leans Execution (Pure Mechanics); Hotline Miami 2: Wrong Number leans Execution (Pure Mechanics).
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.
Hotline Miami 2: Wrong Number
Long sightlines punish any aim or timing slip
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.
Hotline Miami 2: Wrong Number
No adaptive opposition, just scripted aggression
Hotline Miami 2: Wrong Number leans a little harder on variance, though the gap is small.
Cuphead
Minor attack-order shuffling between phases.
Hotline Miami 2: Wrong Number
Enemy wander adds restart-to-restart noise
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.
Hotline Miami 2: Wrong Number
Stricter routing through bigger open levels
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.