head to head
Super Smash Bros. Melee asks more than Fight Night 2004, and the gap is reads.

Execution · Competitive PvP
Analog-stick boxing testing punch precision and counter-baiting against human opponents.

Execution · Competitive PvP
A platform fighter with one of the highest execution ceilings in any competitive game, layered on top of deep human reads.
Fight Night 2004 leans Execution (Competitive PvP); Super Smash Bros. Melee leans Execution (Competitive PvP).
Super Smash Bros. Melee leans clearly harder on execution.
Fight Night 2004
Analog punch control and block timing are the core test
Super Smash Bros. Melee
Wavedashing, L-cancels, and tech-chasing set an extreme physical ceiling
Super Smash Bros. Melee leans clearly harder on reads.
Fight Night 2004
Versus humans, baiting counters and feinting is genuine prediction
Super Smash Bros. Melee
Reading DI choices and opponent adaptive habits is constant and non-convergent
Super Smash Bros. Melee leans a little harder on variance, though the gap is small.
Fight Night 2004
Outcomes follow inputs with little randomness
Super Smash Bros. Melee
Stage hazard RNG and spawn positions add marginal chaos
Super Smash Bros. Melee leans clearly harder on optimization.
Fight Night 2004
Stat training and stamina management add a planning layer
Super Smash Bros. Melee
Character matchup tiers and optimal movement routing are deeply studied
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.