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
Twitch dodging and shooting layered over memorised arcade stage routes.
Cuphead leans Execution (Pure Mechanics); Metal Slug 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.
Metal Slug
Dodging dense bullet patterns and precise shots carry every credit
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.
Metal Slug
Enemies follow fixed arcade scripts, never adapt
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.
Metal Slug
Spawns are nearly deterministic once a stage is learned
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.
Metal Slug
One-credit clears come from memorising routes and spawn patterns
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.