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

Execution · Competitive PvP
Reversal-timing duels where reading a human opponent's pacing decides matches.
Jump Force leans Execution (Competitive PvP); WWE 2K16 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
WWE 2K16
Reversal timing windows are the core physical test
Jump Force leans a little harder on reads, though the gap is small.
Jump Force
Human opponents force guard-break guessing
WWE 2K16
Human opponents bait reversals and vary move timing
WWE 2K16 leans a little harder on variance, though the gap is small.
Jump Force
Full information arena duels
WWE 2K16
Some grapple and AI randomness colours matches
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
WWE 2K16
Move-set knowledge and match pacing are learnable systems
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.