Artificial Intelligence Options

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Type
This option has six general types of AI:
Power
Tecnique (sic)
Flying
Rough
Single-Minded
Striking
 

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Attack to Stand
There are two choices under this category; Early Stage and Final Stage. Both options have a choice of:
Striking
Grappling
Flying
 

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Attack to Down
There are also "Early Stage" and "Final Stage" choices here, but the options are different. You can choose from:
Striking
Submission
Flying
Up
 

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Finish
This gives you a choice of moves from the wrestler's movelist that you can choose from, the move that the character will use primarily as a finisher. If you try to edit anyone that's not a Create-A-Wrestler, it gives you the "Not Able to Edit" message, but this is more in reference to editing the wrestler's moves than choosing a different finisher for them.
 

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Attacking
This section has a choice of five options, but most of the options are blank, except the middle one with what looks to be a stray Japanese character. Further testing shows that this function determines how often the computer player strikes or grapples.
1st box: Always Strikes (makes the computer strike very often)
2nd box: Mainly Strikes (makes the computer strike often with occasional grapples)
3rd box: Balanced (balances out the amount of striking and grappling)
4th box: Mainly Grapples (makes the computer grapple often with occasional strikes)
5th box: Always Grapples (makes the computer grapple very often)
 

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Response to Striking
This brings a list of three choices:
Good
Normal
Bad
 

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Response to Grappling
This also brings up a list of three choices
Good
Normal
Bad
 

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Balance
The choices list here determine the computer player's balance between attacking and defending.
1st box: Aggressive/Always Attacks (Constantly attacking, doesn't defend often)
2nd box: Attacking/Mainly Attacks (Attacks quite a bit, and only defends themselves a bit)
3rd box: Balanced
4th box: Defensive/Mainly Defends (Attacks the opponent when they're unable to respond)
5th box: Super Defensive/Always Defends (Waits for the opponent to attack and won't attack often when their opponent is active)
 

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Ring Out
There is a choice of five different options here, but every single one of them are blank. These choices determine how the opponent will act if they're outside the ring.
1st box: Calm (gets back in the ring as soon as possible)
2nd box: Normal
3rd box: Aggressive
4th box: Very Aggressive (more likely to grab a weapon)
5th box: Fly
 

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Appeal
There is a choice of three different options here, but again, all of them are blank. These set of choices determine how often the computer will taunt.
1st box: Often
2nd box: Normal
3rd box: Rare (the computer will only taunt if their attitude meter is flashing and if their opponent is down)
 

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There it is, the AI options explained. Credits to the The Cutting Room Floor contributors, specially "Rick" for creating the WM2K article and JStephens1998 for updating the AI section with all this information last year. Thread open for any kind of discussion now.
 
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