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
High-speed cyborg slasher built on precise parries and slicing anything in half.

Execution · Practiced Mastery
Simon Belmont's SNES remake-quest with a multidirectional whip and a moody trek to Dracula.
Metal Gear Rising: Revengeance leans Execution (Practiced Mastery); Super Castlevania IV leans Execution (Practiced Mastery).
Metal Gear Rising: Revengeance leans a little harder on execution, though the gap is small.
Metal Gear Rising: Revengeance
parry timing and blade-mode cuts demand sharp reactions
Super Castlevania IV
Eight-way whip control and stair commitment test precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Rising: Revengeance
bosses telegraph fixed patterns
Super Castlevania IV
Classic scripted monster patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Gear Rising: Revengeance
deterministic encounters
Super Castlevania IV
Hidden wall meat, fixed locations
Metal Gear Rising: Revengeance leans a little harder on optimization, though the gap is small.
Metal Gear Rising: Revengeance
learning movesets and upgrade priorities
Super Castlevania IV
Subweapon choice and boss pattern study
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.