head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Execution · Practiced Mastery
Modern stylish-action peak with three playstyles and a combo ceiling players are still climbing.

Execution · Practiced Mastery
A Cave bullet hell demanding the highest execution ceiling of any mainstream shmup, with a rank system that punishes passivity.
Devil May Cry 5 leans Execution (Practiced Mastery); Mushihimesama 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.
Devil May Cry 5
Three movesets and Royal Guard frames set a towering ceiling
Mushihimesama
Ultra Maniac difficulty requires inhuman movement precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Devil May Cry 5
Even Vergil's mirror fight is a learnable script
Mushihimesama
All bullet patterns are scripted Cave bullet-hell formations
Mushihimesama leans a little harder on variance, though the gap is small.
Devil May Cry 5
V's summons add flavor, not randomness that matters
Mushihimesama
Rank system alters bullet speed based on play style
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Devil May Cry 5
Loadouts, breakers, and enemy-specific tech reward deep study
Mushihimesama
Shot type selection, rank management, and scoring routes are solvable
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.