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
Arthur's infamous SNES gauntlet of armor-shattering hazards that must be beaten twice with the right weapon.
Cuphead leans Execution (Pure Mechanics); Super Ghouls 'n Ghosts 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.
Super Ghouls 'n Ghosts
Committed double jump and relentless hazards punish errors
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.
Super Ghouls 'n Ghosts
Scripted spawns, no adaptation
Super Ghouls 'n Ghosts leans a little harder on variance, though the gap is small.
Cuphead
Minor attack-order shuffling between phases.
Super Ghouls 'n Ghosts
Chest contents and zombie spawns add light randomness
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.
Super Ghouls 'n Ghosts
Weapon management and mandatory second loop demand routing
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.