head to head
Warcraft III: Reign of Chaos asks more than Marvel vs. Capcom: Infinite, and the gap is variance.

Execution · Grand Arena
A Stone-powered tag fighter where Infinity Stone selection and team synergy drive the competitive meta.

Optimization · Grand Arena
Blizzard's hero-centric RTS where build-order theory meets surgical unit micro against humans.
Marvel vs. Capcom: Infinite leans Execution (Grand Arena); Warcraft III: Reign of Chaos leans Optimization (Grand Arena).
Marvel vs. Capcom: Infinite leans a little harder on execution, though the gap is small.
Marvel vs. Capcom: Infinite
Infinity Stone tag combos require practiced execution
Warcraft III: Reign of Chaos
Micro of heroes and units decides fights
Marvel vs. Capcom: Infinite leans a little harder on reads, though the gap is small.
Marvel vs. Capcom: Infinite
Stone selection counter-picks and team tendency reads against humans
Warcraft III: Reign of Chaos
Scouting and out-guessing a human opponent's tech
Warcraft III: Reign of Chaos leans clearly harder on variance.
Marvel vs. Capcom: Infinite
No RNG; all information is visible
Warcraft III: Reign of Chaos
Creep routes and item drops add randomness
Warcraft III: Reign of Chaos leans clearly harder on optimization.
Marvel vs. Capcom: Infinite
Stone pairing meta and team routing reward structured study
Warcraft III: Reign of Chaos
Build orders, creeping routes, and matchup theory run deep
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.