head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, 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
Grapple timing and reversal prediction against human opponents in the ring.
Dragon Ball GT: Final Bout leans Execution (Competitive PvP); WWF War Zone leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Dragon Ball GT: Final Bout
Combo inputs and meteor-counter timing decide exchanges
WWF War Zone
Move inputs and reversal timing 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 War Zone
Human opponents bait grapples and reversals constantly
WWF War Zone leans a little harder on variance, though the gap is small.
Dragon Ball GT: Final Bout
Nothing hidden once movesets are known
WWF War Zone
Minor hit randomness in grapple trades
WWF War Zone 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
WWF War Zone
Learning each wrestler's movelist and counters is the homework
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.