I’m going to quote your definitions in italics in my response since a few of my answers won’t make sense otherwise. (ie. Mix up being more like zoning, Zoning actually being mid range poking, etc)
This is all for U1 Cammy, which is the only Cammy that should be played outside of a select couple of matchups (C. Viper, Yang) where U2 is the better choice due to being usable on reaction to beat key mixup options. Also it seems like it’s almost impossible to score 5s on your scale, so in the end a 2 or 3 isn’t a low score, but average to good.
Endurance- Stamina + Stun / 2
2.0 = 950
Endurance: 2. As calculated above.
Reversal
2 = Same as 0 but two areas greatly improved to average but one still flawed.
Reversal: 2. DP is very easily safejumped, making it a poor reversal on hard knockdowns. Still, her DP has above average invul, which combined with its slowness makes it more likely to break out of blockstrings. Backdash has the lowest amount of invincibility frames of any backdash in the game. EX Spin Knuckle can grant some escape from some chip out situations, but no other escape options otherwise.
AA
3 = Average in all three areas, or slightly above in two but lacking in one
AA: 3. Normal move AA is average to good (close fierce), DP is average since it is fully invincible and has a large hitbox, but does low damage unless it connects air to air. Good DP FADC damage.
Zoning - More than just chucking plasma at people. Also the ability to deal with counters to the above. Controlling the opponent at mid range with pokes and dealing damage from mid to long range with specials or normals.
1 = Limited high risk options, likely EX dependent.
Zoning: 1. No plasma, limited to no control of opponent at mid range with pokes. Cannot deal reliable damage from mid to long range with specials or normals.
Rush down - The ability to get in from mid distance and deal damage up close. Hard knockdowns, keeping the opponent close while still dealing damage, countering or neutralizing reversals are all important.
3 = Same as 2 (has 50/50) but no troubles getting in, or excels in one area but can’t get in easily.
Rush down: 3. Excels at mixup once in, but has trouble getting in due to below average normals, weak normal divekick. Needs EX to safely get in via EX divekick.
Mix up - Similar to above but not so dependent on closing the gap. Think long range characters that combine projectiles with fast long range normals or special, such as Dhalsim and Seth, or hit and run characters such as Ibuki or Elf.
2 = Reliable but limited options.
Mix up: 2. Cammy is entirely reliant on closing the gap to be a threat. The only reliable option is EX Cannon Strike which is limited by meter.
*Damage potential - The ability to deal damage. Not just total numbers but in varied scenarios, off of lights, AAs, trades, close, mid, far. The ability to maintain the idea distance, punish whiffs from any distance, and stun output… *
Damage: 3. Average damage from light hitconfirms, crossups, and quick punishes. Low damage from AAs (65 or 100 damage). Good damage from full combos (typically starting with EX divekick). Overall average.
Viability: 2.5. Beats on a large number of lesser played characters who are ranked on her level or lower, which is not so important. Loses to every character in the top 10 except for C.Viper. These are the most played characters at tournament level so I’ve weighted these matchups more heavily.
Overall: Slightly above average character that loses in a lot of key matchups. This doesn’t cut it in SSF4: Unbalanced Edition, unfortunately. Which the overall weakening of several of these matchups, viability will likely increase in SSF4: AE: 2,012 Sagats Edition.