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

Execution · Competitive PvP
A crossover anime arena fighter pitting Shonen Jump heroes against each other.

Execution · Competitive PvP
A wrestling game about timing grapples and, versus humans, reading reversals.
Jump Force leans Execution (Competitive PvP); WCW/nWo Thunder 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.
Jump Force
3D arena combos with generous tracking
WCW/nWo Thunder
Grapple and strike timing decide exchanges
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Jump Force
Human opponents force guard-break guessing
WCW/nWo Thunder
Human opponents must be anticipated and countered
WCW/nWo Thunder leans a little harder on variance, though the gap is small.
Jump Force
Full information arena duels
WCW/nWo Thunder
Reversal windows add some unpredictability
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Jump Force
Team picks and awakening meter management
WCW/nWo Thunder
Move-set knowledge and stamina management matter
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.