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
Timing-based reversals and grapple prediction inside a wrestling simulation.
Jump Force leans Execution (Competitive PvP); WWE 2K18 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 2K18
Reversal timing and combo inputs decide exchanges
Jump Force leans a little harder on reads, though the gap is small.
Jump Force
Human opponents force guard-break guessing
WWE 2K18
Human matches turn on predicting grapple and reversal habits
WWE 2K18 leans a little harder on variance, though the gap is small.
Jump Force
Full information arena duels
WWE 2K18
Momentum and AI quirks add mild noise
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 2K18
Move-set knowledge and stamina management underpin wins
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.