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 team arena brawler testing loose execution and squad composition over precision.

Execution · Competitive PvP
Reversal timing and pacing against an opponent baiting your counters.
Dragon Ball Z: Battle of Z leans Execution (Competitive PvP); WWE 2K15 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 Z: Battle of Z
Aerial chases and ki timing need moderate hands
WWE 2K15
Reversal timing windows decide most exchanges
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dragon Ball Z: Battle of Z
Team fights against humans involve loose target prediction
WWE 2K15
Human opponents bait reversals and vary move timing
WWE 2K15 leans a little harder on variance, though the gap is small.
Dragon Ball Z: Battle of Z
Little hidden beyond card drops for builds
WWE 2K15
Chain-wrestling rock-paper-scissors minigames add randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dragon Ball Z: Battle of Z
Team synergy cards and role composition are the system layer
WWE 2K15
Move sets, stamina and match pacing are learnable systems
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.