>>15088653
>AI
I can agree to that, though I usually prefer to have my wrestlers do their moves in this order:
>During the beginning, use the smaller but faster moves. Have a small chance of swinging out mid-tier moves and a tiny chance for big-tier moves, depending on what they are I'll just leave that at 0
<In the middle of the match, still use smaller moves but leave bigger opportunities to use mid-tier moves, give a small/tiny chance for big moves
>Around the part of the match where both opponents are getting worn down, give a bigger chance for the big finishers and so on
<Afterwards, factor in the wrestler's personality. For example, if the character is an asshole, maybe give him a leaning towards throwing others out of the ring, picking up the nearest object and smacking their shit in
>stats
Again a pain, but I keep two things in mind:
>Depending on how strong the character is or if I just want them to be good, try to keep an even-numbered limit in terms of points. Unless the character's a major threat, try not to be that ass who uses all of his points
>look up fighting styles in-depth and see which one would translate best to the moves I wanna put on him
>moves
You got me there. I always have a hard time debating on "well shit, is he overpowered? but if I give him these moves, how bad is he gonna suck?" I had this dilemma while building one of my recent wrestlers when he iced the fuck out of Kenshiro and a YHVH I was working on, even when he had 250 edit points and both were maxed out