head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Competitive PvP
Sony's mascot brawler where only Super attacks score kills, making meter management the whole game.

Execution · Competitive PvP
AKI-engine N64 wrestler that perfected the grapple system later refined in No Mercy.
PlayStation All-Stars Battle Royale leans Execution (Competitive PvP); WCW/nWo Revenge 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.
PlayStation All-Stars Battle Royale
Combo routes into Super meter need decent but modest hands.
WCW/nWo Revenge
AKI grapple timing and reversal windows
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
PlayStation All-Stars Battle Royale
Super-only kills make baiting human opponents the core decision.
WCW/nWo Revenge
Human opponents turn reversals into prediction duels
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
PlayStation All-Stars Battle Royale
Items and four-player chaos add mild randomness.
WCW/nWo Revenge
Slight randomness in momentum swings
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
PlayStation All-Stars Battle Royale
Meter-build efficiency per character is the solvable layer.
WCW/nWo Revenge
Learning rosters' move sets and spirit flow converges
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.