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
Twitch ball control plus constant prediction of human defenders on known maps.

Execution · Competitive PvP
AKI-engine N64 wrestler that perfected the grapple system later refined in No Mercy.
TagPro leans Execution (Competitive PvP); WCW/nWo Revenge leans Execution (Competitive PvP).
TagPro leans a little harder on execution, though the gap is small.
TagPro
Ball handling, boosts and juke precision decide grabs
WCW/nWo Revenge
AKI grapple timing and reversal windows
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
TagPro
Human defenders adapt to your routes every match
WCW/nWo Revenge
Human opponents turn reversals into prediction duels
WCW/nWo Revenge leans a little harder on variance, though the gap is small.
TagPro
Maps and power-up timers are fully visible
WCW/nWo Revenge
Slight randomness in momentum swings
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
TagPro
Map routes, button plays and power-up timing are studyable
WCW/nWo Revenge
Learning rosters' move sets and spirit flow converges
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.