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 · Competitive PvP
Reversal-timing wrestling exchanges with a thin layer of versus-human guessing.

Execution · Competitive PvP
Reversal-timing duels where humans bait each other inside scripted spectacle.
WWE Legends of WrestleMania leans Execution (Competitive PvP); WWE SmackDown vs. Raw 2011 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.
WWE Legends of WrestleMania
Grapple chains and reversal timing windows decide exchanges
WWE SmackDown vs. Raw 2011
Reversal timing windows reward practiced reactions
WWE SmackDown vs. Raw 2011 leans a little harder on reads, though the gap is small.
WWE Legends of WrestleMania
Versus humans, guessing reversal attempts adds a thin mind game
WWE SmackDown vs. Raw 2011
Versus humans, reversal baiting becomes a guessing duel
WWE SmackDown vs. Raw 2011 leans a little harder on variance, though the gap is small.
WWE Legends of WrestleMania
Outcomes follow inputs with little randomness
WWE SmackDown vs. Raw 2011
Momentum swings and AI quirks add mild chaos
WWE SmackDown vs. Raw 2011 leans a little harder on optimization, though the gap is small.
WWE Legends of WrestleMania
Move chains and match-type knowledge are shallow but present
WWE SmackDown vs. Raw 2011
Move sets, match types and creation systems are learnable
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.