head to head
Neither is simply harder - they are hard in different places. Divekick demands more execution; Eisei Meijin VI demands more optimization.

Reads · Pure Mind Games
A two-button parody fighter that strips fighting games down to pure one-hit-kill spacing reads.

Reads · Pure Mind Games
A Japanese shogi (Japanese chess) simulation game.
Divekick leans Reads (Pure Mind Games); Eisei Meijin VI leans Reads (Pure Mind Games).
Divekick leans clearly harder on execution.
Divekick
Two buttons, one-hit kills; almost no physical ceiling.
Eisei Meijin VI
no physical input skill, purely turn-based
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Divekick
Pure spacing yomi against an adapting human is the entire game.
Eisei Meijin VI
shogi opponents genuinely adapt to your play
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Divekick
Fully deterministic.
Eisei Meijin VI
no hidden information or randomness at all
Eisei Meijin VI leans clearly harder on optimization.
Divekick
Character angles and gem choices are quickly mapped.
Eisei Meijin VI
deep opening/endgame theory to master
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.