head to head
Neither is simply harder - they are hard in different places. Divekick demands more reads; Jump Force demands more execution.

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

Execution · Competitive PvP
A crossover anime arena fighter pitting Shonen Jump heroes against each other.
Divekick leans Reads (Pure Mind Games); Jump Force leans Execution (Competitive PvP).
Jump Force leans clearly harder on execution.
Divekick
Two buttons, one-hit kills; almost no physical ceiling.
Jump Force
3D arena combos with generous tracking
Divekick leans clearly harder on reads.
Divekick
Pure spacing yomi against an adapting human is the entire game.
Jump Force
Human opponents force guard-break guessing
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Divekick
Fully deterministic.
Jump Force
Full information arena duels
Jump Force leans a little harder on optimization, though the gap is small.
Divekick
Character angles and gem choices are quickly mapped.
Jump Force
Team picks and awakening meter management
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.