head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Practiced Mastery
Modern Mega Man adding a slow-motion gear system to classic stage design.

Execution · Practiced Mastery
Movement execution and route optimisation through a fixed, mappable planet.
Mega Man 11 leans Execution (Practiced Mastery); Super Metroid leans Execution (Practiced Mastery).
Mega Man 11 leans a little harder on execution, though the gap is small.
Mega Man 11
gear-swap platforming demands quick precise inputs
Super Metroid
Wall-jumps, shinesparks and boss dodges demand precise inputs
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
Super Metroid
Bosses cycle fixed patterns, never adapting
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
Super Metroid
Item and route knowledge is fixed once discovered
Super Metroid leans a little harder on optimization, though the gap is small.
Mega Man 11
weakness order plus Double Gear timing strategy
Super Metroid
Sequence-breaking route optimisation is the enduring meta-game
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.