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
A 2D fighting game where execution meets relentless yomi at neutral.

Execution · Grand Arena
Frame-perfect execution fused with constant prediction of an adapting human opponent.
Street Fighter 6 leans Execution (Grand Arena); Ultra Street Fighter IV 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.
Street Fighter 6
Frame-perfect inputs and combos are mandatory.
Ultra Street Fighter IV
One-frame links and FADC timing set a brutal hands ceiling
Street Fighter 6 leans a little harder on reads, though the gap is small.
Street Fighter 6
Adaptive opponent baits Drive Impacts and throws.
Ultra Street Fighter IV
Footsies and conditioning the human opponent is the core duel
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Street Fighter 6
Essentially no randomness in match outcomes.
Ultra Street Fighter IV
Almost nothing hidden once both characters are known
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Street Fighter 6
Matchup charts, frame data, and combo routes.
Ultra Street Fighter IV
Frame data, matchups and option-selects form deep studied theory
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.