head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, 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
Out-executing and out-predicting another human in frame-precise duels.
SoulCalibur VI leans Execution (Grand Arena); Super Street Fighter IV: 3D Edition 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
Super Street Fighter IV: 3D Edition
Links, anti-airs and motion inputs gate every level of play
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
Super Street Fighter IV: 3D Edition
Footsies and conditioning a human opponent decide matches
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
Super Street Fighter IV: 3D Edition
Almost fully deterministic once inputs land
SoulCalibur VI leans a little harder on optimization, though the gap is small.
SoulCalibur VI
Soul Charge routes and matchup character knowledge reward study
Super Street Fighter IV: 3D Edition
Frame data, matchup knowledge and punish routes underpin everything
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.