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
Modern Mega Man adding a slow-motion gear system to classic stage design.

Execution · Practiced Mastery
High-speed cyborg slasher built on precise parries and slicing anything in half.
Mega Man 11 leans Execution (Practiced Mastery); Metal Gear Rising: Revengeance 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.
Mega Man 11
gear-swap platforming demands quick precise inputs
Metal Gear Rising: Revengeance
parry timing and blade-mode cuts demand sharp reactions
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Mega Man 11
bosses cycle fixed movesets
Metal Gear Rising: Revengeance
bosses telegraph fixed patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Mega Man 11
fully deterministic stages
Metal Gear Rising: Revengeance
deterministic encounters
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Mega Man 11
weakness order plus Double Gear timing strategy
Metal Gear Rising: Revengeance
learning movesets and upgrade priorities
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.