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

Execution · Practiced Mastery
Punishing platforming execution over learnable boss orders and part builds.
Katana ZERO leans Execution (Practiced Mastery); Mega Man X6 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 X6
Cruel platforming and boss windows demand frame-tight inputs
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 X6
Bosses are fixed pattern sets
Mega Man X6 leans a little harder on variance, though the gap is small.
Katana ZERO
Rooms are identical on every attempt
Mega Man X6
The Nightmare System shuffles level hazards between runs
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 X6
Weapon orders, armor parts and route knowledge are essential
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.