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

Execution · Grand Arena
Real-time strategy where hands, reads, and build optimization all matter at the top.

Execution · Grand Arena
Often called the most pure expression of high-level 3D fighting, built almost entirely on frame-data optimisation and throw-tech reads.
StarCraft II: Wings of Liberty leans Execution (Grand Arena); Virtua Fighter 5: Final Showdown leans Execution (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
StarCraft II: Wings of Liberty
APM, macro, micro-control under pressure
Virtua Fighter 5: Final Showdown
Precise evade directions and just-frame throws set a high execution standard
Virtua Fighter 5: Final Showdown leans a little harder on reads, though the gap is small.
StarCraft II: Wings of Liberty
1v1 ladder vs adaptive humans modeling you
Virtua Fighter 5: Final Showdown
Throw-tech guessing and opponent tendency exploitation are the core loop
StarCraft II: Wings of Liberty leans a little harder on variance, though the gap is small.
StarCraft II: Wings of Liberty
map spawns minor; mostly known
Virtua Fighter 5: Final Showdown
No RNG; all information is transparent
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
StarCraft II: Wings of Liberty
build orders, economy curves heavily solved
Virtua Fighter 5: Final Showdown
Throw-tech rates, evade directions, and frame data are extensively 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.