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 · Grand Arena
A 3D fighter built on the 3-way triangle system where Break Hold reads and combo execution drive competitive play.

Execution · Grand Arena
Frame-perfect execution fused with constant prediction of an adapting human opponent.
Dead or Alive 6 leans Execution (Grand Arena); Ultra Street Fighter IV leans Execution (Grand Arena).
Ultra Street Fighter IV leans a little harder on execution, though the gap is small.
Dead or Alive 6
Triangle system strings and break blow setups require practiced execution
Ultra Street Fighter IV
One-frame links and FADC timing set a brutal hands ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dead or Alive 6
Break Hold timing and 3-way triangle system reads against humans
Ultra Street Fighter IV
Footsies and conditioning the human opponent is the core duel
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dead or Alive 6
No RNG; all mechanics are transparent
Ultra Street Fighter IV
Almost nothing hidden once both characters are known
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dead or Alive 6
Character matchup knowledge and Break Blow baiting reward study
Ultra Street Fighter IV
Frame data, matchups and option-selects form deep studied theory
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.