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 · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.
Cuphead leans Execution (Pure Mechanics); Super Mario Odyssey leans Execution (Pure Mechanics).
Cuphead leans a little harder on execution, though the gap is small.
Cuphead
Tight dodging and parry timing decide every boss.
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
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 Mario Odyssey
No adaptive opponents whatsoever.
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.
Super Mario Odyssey
Almost no randomness in level design.
Cuphead leans a little harder on optimization, though the gap is small.
Cuphead
Loadouts and boss phase order are fully learnable.
Super Mario Odyssey
Moon routes and movement tech 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.