head to head
Sekiro: Shadows Die Twice asks more than Cuphead, and the gap is reads.

Execution · Pure Mechanics
A run-and-gun boss rush about dodging scripted patterns with tight inputs.

Execution · Practiced Mastery
A rhythm-parry action game about reading scripted tells with frame-tight timing.
Cuphead leans Execution (Pure Mechanics); Sekiro: Shadows Die Twice leans Execution (Practiced Mastery).
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.
Sekiro: Shadows Die Twice
Frame-perfect parries are the entire combat system.
Sekiro: Shadows Die Twice leans clearly harder on reads.
Cuphead
Bosses cycle scripted phases; no adaptation to player.
Sekiro: Shadows Die Twice
Mikiri and perilous tells are scripted, not adaptive.
Cuphead leans a little harder on variance, though the gap is small.
Cuphead
Minor attack-order shuffling between phases.
Sekiro: Shadows Die Twice
Almost no randomness; encounters are deterministic.
Sekiro: Shadows Die Twice leans a little harder on optimization, though the gap is small.
Cuphead
Loadouts and boss phase order are fully learnable.
Sekiro: Shadows Die Twice
Boss decks and prosthetic choices 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.