head to head
Neither is simply harder - they are hard in different places. Skullgirls demands more execution; StarCraft demands more optimization.

Execution · Grand Arena
A technically rich tag fighter where assist-driven combos and team synergy optimisation reward deep practice.

Optimization · Grand Arena
A real-time strategy classic where perfected build orders and mechanical speed decide most matches.
Skullgirls leans Execution (Grand Arena); StarCraft leans Optimization (Grand Arena).
Skullgirls leans clearly harder on execution.
Skullgirls
Long Blockbuster extensions and precise assist calls demand high motor skill
StarCraft
APM and micro control ceiling is huge
Skullgirls leans clearly harder on reads.
Skullgirls
Team composition reads and opponent tendency tracking are constant
StarCraft
scouting and predicting human opponent builds
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Skullgirls
No RNG; all information is transparent
StarCraft
minimal hidden info beyond fog of war
StarCraft leans clearly harder on optimization.
Skullgirls
Ratio team building and combo routing are extensively optimised by the community
StarCraft
build orders and economy are near-solvable
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.