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

Execution · Competitive PvP
Melee-focused battle royale.

Execution · Competitive PvP
A platform fighter with one of the highest execution ceilings in any competitive game, layered on top of deep human reads.
Naraka: Bladepoint leans Execution (Competitive PvP); Super Smash Bros. Melee leans Execution (Competitive PvP).
Super Smash Bros. Melee leans a little harder on execution, though the gap is small.
Naraka: Bladepoint
Melee parries and grapple combos demanding
Super Smash Bros. Melee
Wavedashing, L-cancels, and tech-chasing set an extreme physical ceiling
Super Smash Bros. Melee leans clearly harder on reads.
Naraka: Bladepoint
Sword duels are pure adaptive mind games
Super Smash Bros. Melee
Reading DI choices and opponent adaptive habits is constant and non-convergent
Naraka: Bladepoint leans clearly harder on variance.
Naraka: Bladepoint
Loot drops and circle add RNG
Super Smash Bros. Melee
Stage hazard RNG and spawn positions add marginal chaos
Super Smash Bros. Melee leans a little harder on optimization, though the gap is small.
Naraka: Bladepoint
Hero abilities and weapon synergies
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.