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
Tests grapple timing and predicting an opponent's next move choice.
Jump Force leans Execution (Competitive PvP); WWF SmackDown! 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
WWF SmackDown!
Grapple timing and reversal inputs 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
WWF SmackDown!
Against a friend, predicting grapple choices is the game
WWF SmackDown! leans a little harder on variance, though the gap is small.
Jump Force
Full information arena duels
WWF SmackDown!
Some reversal and AI randomness in season mode
Jump Force leans a little harder on optimization, though the gap is small.
Jump Force
Team picks and awakening meter management
WWF SmackDown!
Move-set knowledge and stamina management are shallow but real
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.