I come from personal experience of trying to fight friends. Now I'm curious to see if Rev is that bad with randos. I had an actually pretty normal experience with SFV random match, it just surprised me how much shitty it was to play with my friends. I kept hoping that they would fix it... they never did. Combine that with new pricey characters that I have to relearn every time and my interest died down a lot.
Ranked in Revelator is functionally non-existent. The Ranked matchmaking was terrible, took forever, most games would fail to connect, and when you got into a game nine times out of ten would feel like you were playing underwater. It's so abysmal that the small GG community abandoned it so it may actually be impossible to find Ranked matches.
But this is sort of tangential to the issue. GGXrd uses delay-based netcode which, at its best, is perfectly fine but when the connection isn't great it clearly lacks compared to rollback netcode. So if you're playing with friends then I imagine the netcode is suitable. My online experience with Rev was that I had to play in lobbies, which are well implemented, because Ranked was dead and I'd gravitate to playing one person over and over if the connection was good. It felt like playing a fighter in the MAME days where you're stuck with the same guy because only 10 people are playing and the other connections aren't great.
Now, I'm all about Ranked because I want to fight a wide variety of opponents and I want those matches to be as playable as possible. Considering how niche the fighting game genre is making the majority of matches playable is important if you want to play lots of people. After playing Revelator for a month I felt I had played every single person I could manage to have a decent connection with.
On a side note, I'd like to clarify why I (and the FGC in general) think rollback netcode is better than delay based netcode. I think casual players see the occasional teleporting or rewinding and think that rollback must be worse because delay based netcode just slows down things when its lagging. The issue here is lag with delay based netcode affects the game in subtle, non-visual ways all the time that many players may not notice. Street Fighter 4 essentially had a bunch of "offline only combos" because delaying the game would mess with the extremely strict timing of links. Your muscle memory may be 100% on point but the game lagged ever so slightly so that you dropped your combo and you're not even sure if it was your fault or the game.
The difference with rollback is your inputs with their timing aren't affected so if you read the situation correctly and execute your combo flawlessly, that combo will land. Now, the game can rollback and what was initially a hit becomes blocked and your combo becomes an unsafe blockstring but with delay based netcode you're equally screwed in the same situation. What makes rollback back great is not that it makes the best connections better (it doesn't) or the worst connections bearable (it doesn't) but rather it makes the huge amount of medium connections much more playable whereas delay based netcode makes them worse.