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

Execution · Competitive PvP
Frantic small-arena duels testing reflexes and prediction of human opponents.

Execution · Competitive PvP
Couch-competitive archery brawler decided by twitch arrows and reading your friends.
Superfighters Deluxe leans Execution (Competitive PvP); TowerFall Ascension leans Execution (Competitive PvP).
TowerFall Ascension leans a little harder on execution, though the gap is small.
Superfighters Deluxe
Aim, blocks, throws and movement decide frantic small-arena fights
TowerFall Ascension
Arrow aim, dodges, and arrow catches are razor-tight
TowerFall Ascension leans a little harder on reads, though the gap is small.
Superfighters Deluxe
Human opponents constantly adapt positioning and weapon timing
TowerFall Ascension
Couch PvP is constant mutual prediction and baiting
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Superfighters Deluxe
Random weapon spawns and destructible chaos shuffle fights
TowerFall Ascension
Random powerup chests and variants spice rounds
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Superfighters Deluxe
Map knowledge and weapon priorities are a thin layer
TowerFall Ascension
Small fixed arenas leave little system to solve
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.