head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, 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 waves in a classic belt-scroller.
DmC: Devil May Cry leans Execution (Practiced Mastery); Streets of Rage 3 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 3
Perfect inputs trivialise crowd control, combos and weapon timing
Streets of Rage 3 leans a little harder on reads, though the gap is small.
DmC: Devil May Cry
Color-coded enemies dictate fixed answers
Streets of Rage 3
Co-op partner aside, enemies follow scripted aggression 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 3
Enemy waves are fixed once a route is learned
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 3
Routing enemy spawns and special-meter management is the depth layer
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.