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

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

Execution · Competitive PvP
The foundational test of fighting-game execution and human prediction at speed.
SoulCalibur VI leans Execution (Grand Arena); Street Fighter II' Turbo 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.
SoulCalibur VI
Reversal Edge timing and long lethal hit strings require tight execution
Street Fighter II' Turbo
Charge timing and anti-air reactions at turbo speed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
SoulCalibur VI
Reversal Edge is a pure read-off mechanic against human opponents
Street Fighter II' Turbo
Fireball-trap mind games against an adapting human are the essence
SoulCalibur VI leans a little harder on variance, though the gap is small.
SoulCalibur VI
No RNG; ring position is full information
Street Fighter II' Turbo
Twelve public movesets, nothing hidden
SoulCalibur VI leans a little harder on optimization, though the gap is small.
SoulCalibur VI
Soul Charge routes and matchup character knowledge reward study
Street Fighter II' Turbo
Matchup theory and spacing fundamentals were codified here
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.