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

Reads · Competitive PvP
Directional melee fighter with deep mixups.

Reads · Grand Arena
A shield-less platform fighter where the absence of defensive options forces constant aggressive reads against human opponents.
For Honor leans Reads (Competitive PvP); Rivals of Aether leans Reads (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
For Honor
Direction-based attacks need fast inputs
Rivals of Aether
Wavedash movement and off-stage edgeguards require real physical precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
For Honor
Mixups versus parries are pure reads
Rivals of Aether
No shields forces constant adaptive prediction against human opponents
For Honor leans a little harder on variance, though the gap is small.
For Honor
Revenge build and ganks add swings
Rivals of Aether
Stage hazards add minor variance
Rivals of Aether leans a little harder on optimization, though the gap is small.
For Honor
Hero kits and feat builds tuned
Rivals of Aether
Elemental mechanic interactions and matchup routing 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.