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
Modern Mega Man adding a slow-motion gear system to classic stage design.
Cuphead leans Execution (Pure Mechanics); Mega Man 11 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.
Mega Man 11
gear-swap platforming demands quick precise inputs
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.
Mega Man 11
bosses cycle fixed movesets
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.
Mega Man 11
fully deterministic stages
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.
Mega Man 11
weakness order plus Double Gear timing strategy
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.