Cammy
Updated 1 week agoSteamSteamJapanJapanClub · PomPomPastelC100%

れあちゃん

Angel Devil Kingdom
Rank 36MR 1,606#71,124
Last 105–5+3Last 209–11-8
Winrate
44%
23W · 29L · 52 stored
Ranked matches
52
selected mode
Wins
23
Ranked
Losses
29
Ranked
Peak MR
1,606
Cammy

Ranked MR · Cammy

52 local · 0 imported · 52 on chart · 52 battles stored

Latest game

VictoryRanked

Replay not requested
Terry
れあちゃん · Terry
Yasmine
Opponent · Yasminecolored_darknes

Playstyle reference

Habits vs top 30 Cammy

Benchmark refreshed Sep 3, 2026, 10:17 PM

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

Cammy
れあちゃん’s Cammy benchmark

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

2BASSA 2205 · infimum00 2161 · Popin 2145 · PC6Akira 2138 · PhenomTheMoose 2129 · +25 others

Largest absolute differences first23 habits
HabitれあちゃんLegendsDifference LessLegendsMore
CA31.6%9.3%+22.3%
SA126.3%43.6%-17.3%
Drive Arts7.6%16.8%-9.2%
Drive Guard18.4%10.1%+8.3%
Drive Rush (parry)11.5%5.2%+6.3%
Drive Rush (cancel)35.0%40.7%-5.7%
SA213.2%16.0%-2.8%
SA328.9%31.2%-2.2%
Drive Impact gauge2.8%1.3%+1.5%
Corner pressure11.7012.91-1.21
Throws3.602.43+1.17
Time cornered9.808.80+1.00
Drive Parry2.301.56+0.74
Perfect Parry0.900.54+0.36
Got thrown1.902.13-0.23
Drive Reversal0.000.18-0.18
Throw parries0.400.25+0.15
Drive Impact0.300.16+0.14
Punish Counters landed0.200.09+0.11
Throw techs0.400.35+0.05
Got stunned0.000.04-0.04
Got Punish Countered0.100.06+0.04
Stuns landed0.100.07+0.03
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 0.2 · 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 0.2 · reference 0.09
    • Got Punish Countered: profile 0.1 · reference 0.06
  2. Review defensive decisions

    Drive Parry: profile 2.3 · reference 1.56

    Compare five defensive situations: what did the opponent do, what did you choose, and what happened? Low parry or throw-tech counts alone do not establish a weakness.

    Try this

    Record two different options from one troublesome situation. Practice identifying them and choosing a response, then review whether the same decision improves in your next set.

    Supporting stats
    • Drive Parry: profile 2.3 · reference 1.56
    • Perfect Parry: profile 0.9 · reference 0.54
    • Drive Reversal: profile 0 · reference 0.18
  3. Give each meter spend a purpose

    Drive Rush (parry): profile 11.5% · reference 5.2%

    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
    • Drive Rush (parry): profile 11.5% · reference 5.2%
    • Drive Arts: profile 7.6% · reference 16.8%

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. Use matchup records as scouting leads

    vs Ken: 38 wins in 68 games

    A lower win rate suggests footage to examine, not a guaranteed counterpick. Check whether the same difficult situation appears in multiple matches.

    Try this

    If you play the cited character, test one familiar situation from that footage. If the player handles it well, abandon the assumption and adapt to what they show.

    Supporting stats
    • vs Ken: 38 wins in 68 games
    • vs Luke: 21 wins in 37 games
    • vs Akuma: 11 wins in 20 games
  2. Test the Drive Impact tendency

    Drive Impact: profile 0.3 · 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 0.3 · reference 0.16
    • Drive Impact gauge: profile 2.8% · reference 1.3%

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

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