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
Tests grapple timing and predicting an opponent's next move choice.
Dragon Ball GT: Final Bout leans Execution (Competitive PvP); WWF SmackDown! leans Execution (Competitive PvP).
Dragon Ball GT: Final Bout leans a little harder on execution, though the gap is small.
Dragon Ball GT: Final Bout
Combo inputs and meteor-counter timing decide exchanges
WWF SmackDown!
Grapple timing and reversal inputs decide exchanges
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
WWF SmackDown!
Against a friend, predicting grapple choices is the game
WWF SmackDown! leans a little harder on variance, though the gap is small.
Dragon Ball GT: Final Bout
Nothing hidden once movesets are known
WWF SmackDown!
Some reversal and AI randomness in season mode
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dragon Ball GT: Final Bout
Small roster and shallow systems cap the study layer
WWF SmackDown!
Move-set knowledge and stamina management are shallow but real
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.