head to head
Neither is simply harder - they are hard in different places. Mini Royale demands more variance; Super Smash Bros. Melee demands more reads.

Execution · Competitive PvP
Battle-royale gunfights testing aim and positioning reads under loot randomness.

Execution · Competitive PvP
A platform fighter with one of the highest execution ceilings in any competitive game, layered on top of deep human reads.
Mini Royale leans Execution (Competitive PvP); Super Smash Bros. Melee leans Execution (Competitive PvP).
Super Smash Bros. Melee leans clearly harder on execution.
Mini Royale
Aimbot would dominate every toy-soldier firefight
Super Smash Bros. Melee
Wavedashing, L-cancels, and tech-chasing set an extreme physical ceiling
Super Smash Bros. Melee leans clearly harder on reads.
Mini Royale
Fifty human players to predict in positioning and pushes
Super Smash Bros. Melee
Reading DI choices and opponent adaptive habits is constant and non-convergent
Mini Royale leans clearly harder on variance.
Mini Royale
Loot spawns and circle placement shake up every match
Super Smash Bros. Melee
Stage hazard RNG and spawn positions add marginal chaos
Super Smash Bros. Melee leans clearly harder on optimization.
Mini Royale
Drop spots and loadout knowledge form a thin solvable layer
Super Smash Bros. Melee
Character matchup tiers and optimal movement routing are deeply studied
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.