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
An arcade isometric shooter testing twitch execution and loadout mastery for score.
Cuphead leans Execution (Pure Mechanics); Kill 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.
Kill Knight
Ultra-fast isometric shooting and reload timing define mastery
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.
Kill Knight
Horror swarms follow fixed spawn logic
Kill Knight leans a little harder on variance, though the gap is small.
Cuphead
Minor attack-order shuffling between phases.
Kill Knight
Arena waves vary slightly between attempts
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.
Kill Knight
Loadout synergy and scoring systems reward deep study
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.