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 humans bait each other inside scripted spectacle.
Jump Force leans Execution (Competitive PvP); WWE SmackDown vs. Raw 2011 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 SmackDown vs. Raw 2011
Reversal timing windows reward practiced reactions
Jump Force leans a little harder on reads, though the gap is small.
Jump Force
Human opponents force guard-break guessing
WWE SmackDown vs. Raw 2011
Versus humans, reversal baiting becomes a guessing duel
WWE SmackDown vs. Raw 2011 leans a little harder on variance, though the gap is small.
Jump Force
Full information arena duels
WWE SmackDown vs. Raw 2011
Momentum swings and AI quirks add mild chaos
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 SmackDown vs. Raw 2011
Move sets, match types and creation systems are learnable
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.