head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Practiced Mastery
A neo-noir one-hit-kill action platformer about planning and replaying perfect assassinations.

Execution · Practiced Mastery
NES platformer that codified boss-weakness ordering and tight jump-and-shoot play.
Katana ZERO leans Execution (Practiced Mastery); Mega Man 2 leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Katana ZERO
One-hit-death slashing and deflects demand precision
Mega Man 2
precise jumps and boss dodges under pressure
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Katana ZERO
Enemies follow fixed placements and behaviours
Mega Man 2
robot masters follow strict patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Katana ZERO
Rooms are identical on every attempt
Mega Man 2
deterministic once stage layouts known
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Katana ZERO
Planning the perfect room-clear sequence
Mega Man 2
weapon-weakness ordering is the classic solve
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.