head to head
Super Smash Bros. Brawl asks more than SoulCalibur III, and the gap is variance.

Execution · Competitive PvP
Weapon-based dueling testing spacing execution and mixup prediction against humans.

Reads · Competitive PvP
The Wii entry whose slower pace and infamous random tripping pushed Smash toward defensive mind games.
SoulCalibur III leans Execution (Competitive PvP); Super Smash Bros. Brawl leans Reads (Competitive PvP).
SoulCalibur III leans a little harder on execution, though the gap is small.
SoulCalibur III
Spacing, movement and just-frame timing demand real hands
Super Smash Bros. Brawl
Slower engine lowers the ceiling but spacing still needs hands.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
SoulCalibur III
Versus humans, conditioning and throw-mixup guessing decides rounds
Super Smash Bros. Brawl
Defensive bait-and-punish yomi dominates its floaty neutral.
Super Smash Bros. Brawl leans clearly harder on variance.
SoulCalibur III
Deterministic combat with nothing hidden
Super Smash Bros. Brawl
Random tripping injects genuine uncontrollable RNG into movement.
SoulCalibur III leans a little harder on optimization, though the gap is small.
SoulCalibur III
Frame data, matchup study and stage knowledge run deep
Super Smash Bros. Brawl
Matchup knowledge and ledge play reward study within a campy meta.
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.