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

Execution · Competitive PvP
A rough anime fighter testing input timing and second-guessing a human opponent.

Execution · Competitive PvP
Analog-stick boxing testing punch precision and counter-baiting against human opponents.
Dragon Ball GT: Final Bout leans Execution (Competitive PvP); Fight Night 2004 leans Execution (Competitive PvP).
Fight Night 2004 leans a little harder on execution, though the gap is small.
Dragon Ball GT: Final Bout
Combo inputs and meteor-counter timing decide exchanges
Fight Night 2004
Analog punch control and block timing are the core test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dragon Ball GT: Final Bout
Human opponents bait and adapt in versus play
Fight Night 2004
Versus humans, baiting counters and feinting is genuine prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dragon Ball GT: Final Bout
Nothing hidden once movesets are known
Fight Night 2004
Outcomes follow inputs with little randomness
Fight Night 2004 leans a little harder on optimization, though the gap is small.
Dragon Ball GT: Final Bout
Small roster and shallow systems cap the study layer
Fight Night 2004
Stat training and stamina management add a planning 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.