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

Execution · Competitive PvP
A party platform fighter testing scramble execution and couch-rival prediction.

Execution · Competitive PvP
Execution on the ball plus constant prediction of the other player's shape.
Digimon Rumble Arena 2 leans Execution (Competitive PvP); Pro Evolution Soccer 2009 leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Digimon Rumble Arena 2
Smash-style movement and attack timing in chaotic arenas
Pro Evolution Soccer 2009
Close control and finishing windows demand stick precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Digimon Rumble Arena 2
Couch opponents bait digivolutions and punishes
Pro Evolution Soccer 2009
Online and couch opponents adjust tactics against you
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Digimon Rumble Arena 2
Item and power-up spawns shuffle fights
Pro Evolution Soccer 2009
Ricochets and keeper parries add small randomness
Pro Evolution Soccer 2009 leans a little harder on optimization, though the gap is small.
Digimon Rumble Arena 2
Character matchups and stage knowledge add light depth
Pro Evolution Soccer 2009
Squad setup and tactical sliders reward preparation
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.