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
A precision metroidvania about learning fixed boss patterns and tight platforming.

Execution · Practiced Mastery
Zero awakens to lead a resistance in a harsh, rank-graded GBA action series debut.
Hollow Knight leans Execution (Practiced Mastery); Mega Man Zero leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Hollow Knight
Precise platforming and pogo timing dominate hard content.
Mega Man Zero
Punishing GBA action with strict ranking on damage
Hollow Knight leans a little harder on reads, though the gap is small.
Hollow Knight
Bosses run scripted attack pools; not adaptive.
Mega Man Zero
All bosses are pattern-based
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Hollow Knight
Negligible; world layout is fixed.
Mega Man Zero
Cyber-elf locations hidden at first
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Hollow Knight
Charm builds and boss routes are fully learnable.
Mega Man Zero
Rank system penalises elf use, rewarding optimised clean runs
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.