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 · Practiced Mastery
A one-button Kirby racer whose chaotic City Trial mode became a cult multiplayer favourite.

Execution · Practiced Mastery
A team arcade racer with no finish line, scoring takedowns and objectives in a rolling stampede.
Kirby Air Ride leans Execution (Practiced Mastery); Onrush 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.
Kirby Air Ride
Charge-boost timing and machine handling
Onrush
Boost management and aerial takedowns need car control
Onrush leans a little harder on reads, though the gap is small.
Kirby Air Ride
Local multiplayer rivals add light prediction
Onrush
Team-based human opponents in stampede modes
Onrush leans a little harder on variance, though the gap is small.
Kirby Air Ride
City Trial patch and event randomness
Onrush
Chaotic pack collisions and fodder spawns
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Kirby Air Ride
Machine stats and course lines are mappable
Onrush
Class roles and rush timing 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.