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

Execution · Practiced Mastery
A rhythm-driven character action game where everything moves to the beat.

Execution · Practiced Mastery
A rhythm-parry action game about reading scripted tells with frame-tight timing.
Hi-Fi Rush leans Execution (Practiced Mastery); Sekiro: Shadows Die Twice leans Execution (Practiced Mastery).
Sekiro: Shadows Die Twice leans a little harder on execution, though the gap is small.
Hi-Fi Rush
Rhythm-timed combos demand precise inputs.
Sekiro: Shadows Die Twice
Frame-perfect parries are the entire combat system.
Sekiro: Shadows Die Twice leans a little harder on reads, though the gap is small.
Hi-Fi Rush
Bosses are scripted, not adaptive.
Sekiro: Shadows Die Twice
Mikiri and perilous tells are scripted, not adaptive.
Hi-Fi Rush leans a little harder on variance, though the gap is small.
Hi-Fi Rush
Minimal randomness in encounters.
Sekiro: Shadows Die Twice
Almost no randomness; encounters are deterministic.
Sekiro: Shadows Die Twice leans a little harder on optimization, though the gap is small.
Hi-Fi Rush
Combo routes and chip builds reward optimization.
Sekiro: Shadows Die Twice
Boss decks and prosthetic choices are fully learnable.
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.