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

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

Execution · Competitive PvP
A platform fighter with one of the highest execution ceilings in any competitive game, layered on top of deep human reads.
Skullgirls leans Execution (Grand Arena); Super Smash Bros. Melee leans Execution (Competitive PvP).
Super Smash Bros. Melee leans a little harder on execution, though the gap is small.
Skullgirls
Long Blockbuster extensions and precise assist calls demand high motor skill
Super Smash Bros. Melee
Wavedashing, L-cancels, and tech-chasing set an extreme physical ceiling
Super Smash Bros. Melee leans a little harder on reads, though the gap is small.
Skullgirls
Team composition reads and opponent tendency tracking are constant
Super Smash Bros. Melee
Reading DI choices and opponent adaptive habits is constant and non-convergent
Super Smash Bros. Melee leans a little harder on variance, though the gap is small.
Skullgirls
No RNG; all information is transparent
Super Smash Bros. Melee
Stage hazard RNG and spawn positions add marginal chaos
Skullgirls leans a little harder on optimization, though the gap is small.
Skullgirls
Ratio team building and combo routing are extensively optimised by the community
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.