Cammy
Updated 4 days agoSteamSteamJapanJapanClub · SERULTIMAC100%

Karu

Slowly but Surely
Rank 36
MR 1,449#457,391
Last 103–7-34Last 205–15-80
Winrate
49%
66W · 68L · 134 stored
Ranked matches
134
selected mode
Wins
66
Ranked
Losses
68
Ranked
Peak MR
1,602
Cammy

Ranked MR · Cammy

134 local · 0 imported · 134 on chart · 173 battles stored

Latest game

VictoryRanked

Replay not requested
Cammy
Karu · Cammy
Akuma
Opponent · AkumaMoss

Playstyle reference

Habits vs top 30 Cammy

Benchmark refreshed Sep 15, 2026, 1:17 PM

Latest reported trends across the last 100 matches, not lifetime habit averages. · Data details

Cammy
Karu’s Cammy benchmark

Compared with the average habits of the top 30 sampled Cammy players.

fumi39dc_pc 2230 · pc-jieba5512 2192 · 2BASSA 2182 · Tradz baruji 2181 · †卍♨♨卍†|ぬーどる(本人) 2180 · +25 others

Largest absolute differences first23 habits
HabitKaruLegendsDifference LessLegendsMore
Drive Rush (cancel)69.0%40.1%+28.9%
SA162.2%44.3%+17.9%
SA20.0%15.6%-15.6%
Drive Arts4.8%15.4%-10.6%
Drive Guard1.4%9.7%-8.4%
Corner pressure6.1012.32-6.22
Drive Rush (parry)0.0%4.9%-4.8%
Time cornered11.109.05+2.05
Drive Parry0.401.47-1.07
Drive Impact gauge0.4%1.3%-0.9%
Throws3.102.35+0.75
SA328.9%28.1%+0.7%
Got thrown2.702.12+0.58
Perfect Parry0.200.55-0.35
CA8.9%8.6%+0.2%
Drive Reversal0.000.20-0.20
Throw techs0.200.37-0.17
Stuns landed0.000.07-0.07
Drive Impact0.100.15-0.05
Got stunned0.100.05+0.05
Got Punish Countered0.100.06+0.04
Throw parries0.200.23-0.03
Punish Counters landed0.100.09+0.01
FROM STATS TO PRACTICE

Match plan

Latest 100

Turn this profile’s habits and results into ideas to test. Habits cover all characters; the selected character sets the comparison group.

Checking for a saved match plan…

Uses public profile stats with OpenRouter’s free AI models. Plans are shared and saved for reuse. Suggestions are hypotheses, not replay analysis.

Saved match plans

Previously generated AI plans, with their original supporting stats and data dates. Expand a plan to read both perspectives.

Cammy · Latest 100

What to improve

  1. Find the cause of punish events

    Punish Counters landed: profile 0 · reference 0.09

    Review five Punish Counters received and five landed. Separate whiffed attacks from unsafe actions on block before choosing what to practice.

    Try this

    Recreate one repeated situation in training. Check the spacing and frame meter, then practice a safer choice or a punish that actually connects.

    Supporting stats
    • Punish Counters landed: profile 0 · reference 0.09
    • Got Punish Countered: profile 0.1 · reference 0.06
  2. Trace how you lose or gain space

    Corner pressure: profile 6.8 · reference 12.91

    Review five trips into the corner. Identify the earlier decision that gave up space, not just the final escape attempt. Check successful corner pressure too.

    Try this

    Recreate one recurring position in training. Compare your usual response with a less committal alternative, then track whether you reach the corner less often over the next set.

    Supporting stats
    • Corner pressure: profile 6.8 · reference 12.91
    • Time cornered: profile 10.5 · reference 8.8
  3. Give each meter spend a purpose

    SA2: profile 3.9% · reference 16%

    Review five resource decisions with the actual gauge visible. Note what the spend gained and what options remained; usage shares alone cannot measure efficiency.

    Try this

    Practice a familiar sequence with a resource spend and a conservation alternative. Compare the outcome and remaining gauge before deciding which situation calls for each.

    Supporting stats
    • SA2: profile 3.9% · reference 16%
    • Drive Arts: profile 5.3% · reference 16.8%
    • Drive Guard: profile 2% · reference 10.1%

AI selects and prioritizes reviewed practice plans from the cited stats. Habits cover the whole profile; character records and recent samples have separate scopes. These are ideas to test, not confirmed weaknesses or video analysis. Latest reported trends across the last 100 matches, not lifetime habit averages.

Data saved Sep 6, 2026 · AI: dots-studio/dots-3-note-preview:free

How to beat this player

  1. Test the Drive Impact tendency

    Drive Impact: profile 0.1 · reference 0.16

    Observe whether Drive Impact repeats in a particular situation. Prepare a response you have verified in training, while respecting range, recovery and available gauge.

    Try this

    Revisit that situation with a less committal approach. If the Impact appears, use your practiced response; if it does not, resume your usual game plan.

    Supporting stats
    • Drive Impact: profile 0.1 · reference 0.16
    • Drive Impact gauge: profile 0.4% · reference 1.3%
  2. Probe defense before committing

    Drive Parry: profile 0.6 · reference 1.56

    Test one familiar pressure situation and observe the actual response. Use that observation to vary your next choice; do not infer a success rate from event counts.

    Try this

    Try your usual strike/throw decision in a situation you understand. Repeat only if the response is consistent; if they adapt, vary your timing or reset to neutral.

    Supporting stats
    • Drive Parry: profile 0.6 · reference 1.56
    • Perfect Parry: profile 0.2 · reference 0.54
    • Drive Reversal: profile 0 · reference 0.18
  3. Test the close-range pattern

    Throws: profile 2.7 · reference 2.43

    Observe actual strike, throw and defensive choices at close range. Change one part of your familiar mix only after a tendency appears.

    Try this

    If the same response repeats twice, try a different option in that situation. If the player changes their response, return to varied choices instead of assuming the pattern is permanent.

    Supporting stats
    • Throws: profile 2.7 · reference 2.43
    • Throw techs: profile 0.3 · reference 0.35
    • Got thrown: profile 2.1 · reference 2.13

AI selects and prioritizes reviewed practice plans from the cited stats. Habits cover the whole profile; character records and recent samples have separate scopes. These are ideas to test, not confirmed weaknesses or video analysis. Latest reported trends across the last 100 matches, not lifetime habit averages.

Data saved Sep 6, 2026 · AI: dots-studio/dots-3-note-preview:free

Public data

Public statistics and datasets

Results from 173 of 173 stored matches. Explore the datasets for the full saved history.

Results in stored match sample

1 row
Wins
81games
Losses
92games
Draws
0games
Games
173games
Win rate (draw = half win)
46.82%
Field definitions 5 fields
Wins
Wins · games. wins
Losses
Losses · games. losses
Draws
Draws · games. draws
Games
Games · games. total
Win rate (draw = half win)
Win rate (draw = half win) · percent. winRate Displayed to two decimal places; JSON retains full precision.

Current saved character ratings

8 rows

Scroll if needed to compare columns. Expand Details for the remaining fields.

Current saved character ratings. 8 rows on page 1; 8 rows total.
CharacterMRMR pointsLPLP pointsDetails
Cammy1,449119,400
Details for Current saved character ratings, row 1
Character ID
9
Lily0-1
Details for Current saved character ratings, row 2
Character ID
12
Rashid0-1
Details for Current saved character ratings, row 3
Character ID
14
Blanka0-1
Details for Current saved character ratings, row 4
Character ID
15
Ed0-1
Details for Current saved character ratings, row 5
Character ID
19
Mai0-1
Details for Current saved character ratings, row 6
Character ID
28
Ingrid0-1
Details for Current saved character ratings, row 7
Character ID
32
Yasmine019,000
Details for Current saved character ratings, row 8
Character ID
33
Field definitions 4 fields
Character ID
Character ID · identifier. characterId
Character
Character · text. character
MR
Master Rating · MR points. mr
LP
League Points · LP points. lp

Last saved update: .

Latest saved profile; local results cover at most the newest 10,000 stored matches across all modes.

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