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.

Reads · Competitive PvP
The Wii entry whose slower pace and infamous random tripping pushed Smash toward defensive mind games.

Execution · Competitive PvP
Competitive football testing touch execution and out-reading a human opponent's patterns.
Super Smash Bros. Brawl leans Reads (Competitive PvP); UFL 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.
Super Smash Bros. Brawl
Slower engine lowers the ceiling but spacing still needs hands.
UFL
First touches, shot timing and dribbling decide chances
Super Smash Bros. Brawl leans a little harder on reads, though the gap is small.
Super Smash Bros. Brawl
Defensive bait-and-punish yomi dominates its floaty neutral.
UFL
Human opponents adjust pressing and passing patterns constantly
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Super Smash Bros. Brawl
Random tripping injects genuine uncontrollable RNG into movement.
UFL
Deflections and finishing rolls add match noise
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Super Smash Bros. Brawl
Matchup knowledge and ledge play reward study within a campy meta.
UFL
Squad building and tactical setups sit underneath
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.