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

Execution · Competitive PvP
Arc System Works' Persona spinoff fighter where summoned Personas double every character's offense.

Execution · Grand Arena
A weapons-based 3D fighter where Reversal Edge decisions and ring positioning create constant human reads.
Persona 4 Arena Ultimax leans Execution (Competitive PvP); SoulCalibur VI leans Execution (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Persona 4 Arena Ultimax
Persona combos, one-more cancels, and tight confirms need real hands.
SoulCalibur VI
Reversal Edge timing and long lethal hit strings require tight execution
SoulCalibur VI leans a little harder on reads, though the gap is small.
Persona 4 Arena Ultimax
Awakening threats and persona-break baits stay human guessing.
SoulCalibur VI
Reversal Edge is a pure read-off mechanic against human opponents
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Persona 4 Arena Ultimax
Deterministic; status effects are earned, not random.
SoulCalibur VI
No RNG; ring position is full information
SoulCalibur VI leans a little harder on optimization, though the gap is small.
Persona 4 Arena Ultimax
Persona card management and burst routing are labbable.
SoulCalibur VI
Soul Charge routes and matchup character knowledge reward 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.