Wins early — in Hot Zone 3.0 points better in short rounds than in long ones (48.9% against 45.9%, split at 94 s). A pick for pace — if the game drags on, it works against him.
Only Triple Dribble. 08/05 to 08/19, 12 days. 9 earlier days are left out — below 60 appearances a daily win rate is noise. One point per day. Both curves scale to their own range; the numbers on the left and right are the values for 08/05 and 08/19.
Win rate per rank tier on Triple Dribble — ranked battles only, the tier comes from the battle itself. The axis runs from Bronze to Legendary, one tick per tier: the stretch where this brawler has at least 300 battles per tier; 2 tiers fall below that and drop out. The stretch always fills the full width, three tiers or eight — so when comparing two curves, mind the names on the axis. The curve glows brighter where more was measured — the tiers differ by more than a thousandfold in battles. The faint horizontal line sits at 50 %.
Skill bonus −20.2 — punishes weak opponents: from Bronze to Legendary the win rate drops by 20.2 points (regression 54.4% to 34.2%). Higher up he gets outplayed.
Direct duels in Brawl Ball: how Kaze does when that brawler is on the enemy team. Duels are available per mode, not per map — so unlike the numbers above, this section covers every Brawl Ball map, not just Triple Dribble. Computed across all ranked tiers together — not for your tier alone.
The word after the number says how hard: hard counter means the edge is clearly bigger than the strength of the two would give. A high win rate alone never appears here — whoever only wins because he is the stronger brawler does not make the list at all. Kaze runs in 2 circles — whoever Kaze beats beats someone who in turn beats Kaze. See it in the counter network
On the same team, in Brawl Ball — which combination wins. Per mode as well, not per map. Computed across all ranked tiers together — not for your tier alone.