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 · Practiced Mastery
Ninja Theory's stylish-action reboot with angel-demon stance switching through a shifting Limbo.

Execution · Practiced Mastery
Crowd-control execution against memorised enemy patterns, stage by stage.
DmC: Devil May Cry leans Execution (Practiced Mastery); Streets of Rage 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.
DmC: Devil May Cry
Angel/demon stance weaving is demanding but softer than mainline
Streets of Rage
Spacing, crowd control and throw timing carry every stage
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
DmC: Devil May Cry
Color-coded enemies dictate fixed answers
Streets of Rage
Enemy gangs attack from fixed arcade patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
DmC: Devil May Cry
Limbo levels are authored spectacle, not random
Streets of Rage
Spawns are essentially deterministic per stage
DmC: Devil May Cry leans a little harder on optimization, though the gap is small.
DmC: Devil May Cry
Color-coding turns encounters into solvable matching puzzles
Streets of Rage
One-credit clears come from learned positioning and patterns
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.