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
A wrestling game testing grapple timing and reversal prediction against opponents.
Super Smash Bros. Brawl leans Reads (Competitive PvP); WWE Day of Reckoning 2 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.
WWE Day of Reckoning 2
Grapple and reversal timing windows demand precision
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.
WWE Day of Reckoning 2
Versus humans, predicting strikes and reversals is constant
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.
WWE Day of Reckoning 2
Reversal and pin outcomes carry some randomness
WWE Day of Reckoning 2 leans a little harder on optimization, though the gap is small.
Super Smash Bros. Brawl
Matchup knowledge and ledge play reward study within a campy meta.
WWE Day of Reckoning 2
Move-set knowledge and stamina management reward study
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.