head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Execution · Practiced Mastery
Tests arcade sports timing in a licensed fantasy sport with swingy Snitch catches.

Execution · Competitive PvP
An arcade wrestling game testing grapple timing and reading opponent moves.
Harry Potter: Quidditch World Cup leans Execution (Practiced Mastery); WWF: Super Wrestlemania 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.
Harry Potter: Quidditch World Cup
Timing passes, tackles and Snitch chases needs moderate dexterity
WWF: Super Wrestlemania
Grapple and move timing drive matches
WWF: Super Wrestlemania leans a little harder on reads, though the gap is small.
Harry Potter: Quidditch World Cup
Versus a friend, faking plays adds light prediction
WWF: Super Wrestlemania
Human opponents allow reading grapple attempts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Harry Potter: Quidditch World Cup
Snitch appearances and combo opportunities add swing
WWF: Super Wrestlemania
Some randomness in move success
Harry Potter: Quidditch World Cup leans a little harder on optimization, though the gap is small.
Harry Potter: Quidditch World Cup
Special move charging and team choice reward system knowledge
WWF: Super Wrestlemania
Move knowledge and stamina give modest edge
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.