head to head
Neither is simply harder - they are hard in different places. Eisei Meijin VI demands more reads; Mortal Kombat: Deception demands more execution.

Reads · Pure Mind Games
A Japanese shogi (Japanese chess) simulation game.

Execution · Competitive PvP
The Deadly Alliance follow-up adding combo breakers, death traps, and online play.
Eisei Meijin VI leans Reads (Pure Mind Games); Mortal Kombat: Deception leans Execution (Competitive PvP).
Mortal Kombat: Deception leans clearly harder on execution.
Eisei Meijin VI
no physical input skill, purely turn-based
Mortal Kombat: Deception
Style strings plus stage-hazard spacing demand control
Eisei Meijin VI leans clearly harder on reads.
Eisei Meijin VI
shogi opponents genuinely adapt to your play
Mortal Kombat: Deception
Human opponents bait death traps and breakers
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Eisei Meijin VI
no hidden information or randomness at all
Mortal Kombat: Deception
Deterministic outside known stage hazards
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Eisei Meijin VI
deep opening/endgame theory to master
Mortal Kombat: Deception
Combo routes and hazard positioning are lab work
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.