head to head
Neither is simply harder - they are hard in different places. SoulCalibur VI demands more reads; StarCraft demands more optimization.

Execution · Grand Arena
A weapons-based 3D fighter where Reversal Edge decisions and ring positioning create constant human reads.

Optimization · Grand Arena
A real-time strategy classic where perfected build orders and mechanical speed decide most matches.
SoulCalibur VI leans Execution (Grand Arena); StarCraft leans Optimization (Grand Arena).
SoulCalibur VI leans a little harder on execution, though the gap is small.
SoulCalibur VI
Reversal Edge timing and long lethal hit strings require tight execution
StarCraft
APM and micro control ceiling is huge
SoulCalibur VI leans clearly harder on reads.
SoulCalibur VI
Reversal Edge is a pure read-off mechanic against human opponents
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.
SoulCalibur VI
No RNG; ring position is full information
StarCraft
minimal hidden info beyond fog of war
StarCraft leans clearly harder on optimization.
SoulCalibur VI
Soul Charge routes and matchup character knowledge reward study
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.