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 · Grand Arena
A superhero fighter with gear-based customisation where execution and opponent reads sit atop a deep optimisation layer.

Execution · Grand Arena
Often called the most pure expression of high-level 3D fighting, built almost entirely on frame-data optimisation and throw-tech reads.
Injustice 2 leans Execution (Grand Arena); Virtua Fighter 5: Final Showdown leans Execution (Grand Arena).
Virtua Fighter 5: Final Showdown leans a little harder on execution, though the gap is small.
Injustice 2
Supermove confirms and precise character-specific combos demand execution
Virtua Fighter 5: Final Showdown
Precise evade directions and just-frame throws set a high execution standard
Virtua Fighter 5: Final Showdown leans a little harder on reads, though the gap is small.
Injustice 2
Meter burn mix-ups and opponent tendency tracking are constant
Virtua Fighter 5: Final Showdown
Throw-tech guessing and opponent tendency exploitation are the core loop
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Injustice 2
No RNG; transparent match states
Virtua Fighter 5: Final Showdown
No RNG; all information is transparent
Virtua Fighter 5: Final Showdown leans a little harder on optimization, though the gap is small.
Injustice 2
Gear stat distribution and character sub-archetype selection reward planning
Virtua Fighter 5: Final Showdown
Throw-tech rates, evade directions, and frame data are extensively 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.