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
A class-based shooter testing approachable aim and counter-picking against human teams.

Execution · Competitive PvP
Timing-based reversal duels with human mind-games layered on wrestling systems.
Plants vs. Zombies: Garden Warfare leans Execution (Competitive PvP); WWE '13 leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Plants vs. Zombies: Garden Warfare
Third-person aim and ability timing carry every fight
WWE '13
Reversal windows and move timing decide exchanges
WWE '13 leans a little harder on reads, though the gap is small.
Plants vs. Zombies: Garden Warfare
Human opponents flank and juke in class-based skirmishes
WWE '13
Human opponents vary timing to bait reversals
WWE '13 leans a little harder on variance, though the gap is small.
Plants vs. Zombies: Garden Warfare
Sticker pack unlocks randomise progression, not matches
WWE '13
Kick-out rolls and momentum swings add scripted chaos
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Plants vs. Zombies: Garden Warfare
Class counters and objective timing reward team planning
WWE '13
Knowing move-sets and match-type systems pays off
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.