head to head
Dead Cells asks more than Mega Man X6, and the gap is variance.

Execution · Practiced Mastery
A metroidvania roguelite testing reflexes through randomized weapon kits.

Execution · Practiced Mastery
Punishing platforming execution over learnable boss orders and part builds.
Dead Cells leans Execution (Practiced Mastery); Mega Man X6 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.
Dead Cells
Tight platforming, parries, and dodge-rolls demand precise inputs.
Mega Man X6
Cruel platforming and boss windows demand frame-tight inputs
Dead Cells leans a little harder on reads, though the gap is small.
Dead Cells
Enemy patterns are scripted; no adaptive modeling.
Mega Man X6
Bosses are fixed pattern sets
Dead Cells leans clearly harder on variance.
Dead Cells
Weapon drops and biome layouts randomized per run.
Mega Man X6
The Nightmare System shuffles level hazards between runs
Dead Cells leans a little harder on optimization, though the gap is small.
Dead Cells
Build synergy and biome routing significantly improve runs.
Mega Man X6
Weapon orders, armor parts and route knowledge are essential
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.