WWE 2K25

WWE 2K25

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Hype/DC: WWE 2k25 AI Moveset Settings Guide
By LJE3
WWE 2K25’s AI Move Settings are finally here — and it’s something fans have been asking for awhile. This feature lets you control when, where, and how often CPU wrestlers use certain moves, making matches feel way more like real "worked" wrestling, just like you see in real life. It also gives you more freedom to customize each wrestler’s fighting style and personality. AI Move Settings work hand-in-hand with the AI Attribute Sliders that were released a few years back, helping matches feel smoother, smarter, and better paced when you’re just letting the AI go at it.

This guide is here to help you get the most out of AI Move Settings and create matches that actually feel realistic and fun to watch. Nothing here is set in stone — we’re always open to new ideas, feedback, or tips from the community. End of the day, we all want the same thing: to make WWE 2K25 the best wrestling game experience it can be.

Ok, let’s get into some quick tips to keep in mind when you’re building your movesets.
   
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AI Move Settings
WWE 2K25 allows the user to adjust the priority, repetition, and timing of their grapple moves and striking attacks. Here are the options for each category.

Priority
Description
Average
No special priority assigned.
Preferred
The AI will use the move in appropriate situations.
Favorite
The AI will create scenarios specifically to perform the move.
Low
The AI is less likely to use the move.
Very Low
The AI is unlikely to use the move at all.

Repetition
Description
Default
The AI will avoid performing this move twice in a short span of time.
Allow Repeats
The AI will perform the same move twice after it was performed recently.
Only Once
The AI is unlikely to perform the move again after using it once.
Allow Flurry
The AI can sometimes repeat the move 2-3 times in a row.
Prefer Flurry
The AI will prefer to perform the same move 2-3 times in a row.

Timing
Description
Any
The AI will perform the move anytime in the match.
Avoid Early Match
The AI won't perform the move in the early phase of the match.
Prefer Early Match
The AI is more likely to perform the move early in the match.
Early Match Only
The AI will only consider using the move in the early phase of the match.
Avoid Late Match
The AI is unlikely to perform the move late in the match.
Prefer Late Match
The AI is likely to only use the move later in the match.
Late Match Only
The AI will only consider using the move late into the match.
Guidelines for Applying AI Move Settings
Priority
Within each category of moves, you will notice we provide a priority for that section. If you want a move to be used more than any other move in the category, simply give it a higher priority. The priority that we suggest should be the MAX limit given per move in that category. For example, if the priority for, “Cornered opponent running light grapple (behind)” for a Technician is listed as “Low” that means unless a wrestler has an “Unassigned Signature” (which we will get into later in this guide) in that category, the highest priority given for any move should be “Low.”

Keep in mind that if a move is listed with a Priority of Preferred/Favorite, the CPU will go out of their way to put their opponents in those situations to perform those moves. For instance, if a wrestler has a Favorite move in the, “Top rope stunned opponent (front)” category, that wrestler would be more likely to shoot their opponent into the corner to perform that move. So not only does the wrestler prioritize the moves listed as Preferred/Favorite, but they prefer the categories in which they house those moves, so keep this in mind when constructing movesets.

Repetition
This setting is probably the most straightforward of the three — it just controls how often the CPU will try to use the move. Honestly, not much explanation needed here. Note: If a move has multiple hits or strikes in its sequence, it’s a good idea to set it to “Only Once” for its repetition, especially if we’ve listed it as a Repeat/Flurry move.

Timing
This setting is what really shapes how the match plays out. When moves happen can make the difference between an Arcade-style mess or a Simulation-quality match. Be super careful when assigning the timing for moves — getting it wrong can seriously mess up an edited or created wrestler. Stick closely to our suggested settings; there’s solid reasoning behind why certain moves are timed the way they are.
General Suggestions
  • A move should only get the “Favorite” priority level if it’s actually a Favorite or Signature move for the wrestler. Since there’s a limit to how many moves can go into the Signature section, use Favorites to sneak in a few more signature moves into the wrestler’s moveset. Think of these as "unassigned signatures"—moves that fit the wrestler’s style but don’t need a dedicated slot in the main Signature section. An example of this would be Roman Reigns being assigned the Superman Punch as an official signature while the Drive-By Dropkick should be assigned as a Favorite in the “Standing Front Corner Grapple” section.

  • Make sure to set all Diving and Springboard moves to “Avoid Early Match.” The AI tends to spam these moves way too much and will sometimes go for them within the first 15 seconds, which just looks bad. You’ll want to be intentional about stopping that from happening. Also, setting each of these moves to “Only Once” can help cut down on the overuse even more.


  • Be open to tweaking limb-targeting attacks when you’re editing technical wrestlers who have limb-based finishers. For example, Ric Flair’s Shin Breaker is technically a light grapple move that would normally be used early in a match—but it’s smart to change the timing to “Late Match Only.” That way, Flair can weaken his opponent’s legs right before locking in the Figure-Four Leglock. Little adjustments like this make the AI wrestlers feel smarter and more true to their real-life style.


  • If you’re setting up an enhancement talent, avoid giving them pinning moves that could actually end the match. You’ll want to set all their pinning moves — even leverage pins — to “Avoid Late Match.” Enhancement wrestlers are there to make others look good, not accidentally steal a win, so keep their moves in check.


  • If it makes sense, go ahead and assign "set-up moves" — the ones that act like pre-finishers — as Signature moves. Even though these moves don’t always perfectly fit with the Weight Detection system, they can add a realistic touch to how a match finishes. Sometimes a little extra setup makes the final moment feel way more authentic.


  • Leverage Pin and Limb Target refer to the move type, not the move category. For example, a Sunset Flip isn’t listed under the Leverage Pin category, but it’s still a leverage pin move. Same with Limb Target moves—they’re any moves that damage a specific limb, not just the ground-based limb attacks.
Move Categories
Strikes
The team over at @PWMusings found that most of the action in pro wrestling matches actually comes from strikes. When it's done right, you’ll see a steady flow of striking throughout the match. What really changes between wrestling styles is how much they lean on strikes and the types they use. For example, Luchadors tend to hit quick, light strikes, while Power wrestlers are all about heavy, hard-hitting shots. At the end of the day, the type and amount of striking comes down to each wrestler’s unique style.

Striking Combos
In WWE 2K games, striking combos tend to happen often without much effort. Because of this, we’ve lowered how often they appear in matches. That said, certain styles—like Vicious, Panther, Shooter, and Fighter—are more focused on striking, so these wrestlers will naturally use more combos than others.

Combo Enders
A commonly neglected area by users creating movesets but they play a vital role in moveset legitimacy. In this guide, you will notice different options for Combo Enders based on the final positioning of the defensive wrestler after the final blow/move of the combo has been dished out. Pay close attention to this in particular because different positions call for different settings.

To set these you must first set up your Combos; Combos themselves do not have AI Move Settings, however the individual Combo Enders do.

Here are a few options you will find in the Combo Ender Section.


Combo Chain Type
Description
Examples
Stun Strike Finish
Strikes that stun the opponent but don’t knock them off their feet.
Knife-Edge Chop, Slap, Kick to Gut
Knockdown Strike Finish
Strikes that knock an opponent off their feet but wouldn’t end a match.
Shoulder Block, Drop Kick, Light Clothesline
KO Strike Finish
Match-ending strikes if the “Knockout (KO)” option were turned on.
Buzzsaw Kick, Western Lariat, Haymaker Punch
Technical Takedown Finish
Moves bringing the opponent to the ground with technical precision, showcasing control and leverage.
Side Headlock Takeover, Dragon Screw Leg Whip, Back Mat Return (Slam)
Light Grapple Finish
Moves from the light grapple pool of techniques.
Scoop Slam, Snap Suplex, Vertical Suplex
Heavy Grapple Finish
Moves from the heavy grapple pool of techniques.
Brainbuster, Powerslam, Powerbomb
Submission Finish
Combos that end in submission holds.
Standing Sleeperhold, Abdominal Stretch, Standing Armbar


Grapples
Grapple moves are where wrestlers deal the most damage to their opponents. Our goal was to design matches that build up in a realistic way, starting with light grapples and gradually moving into heavier ones. Since we want matches to feel like “worked” wrestling shows and not just random video game fights, you’ll see that light grapples come early and heavier ones show up later in the match.

Carry Moves
Even though carry moves technically count as grapples, they need some extra attention. These moves can add up to four new grapples to a wrestler’s arsenal, but they shouldn't just be handed out to everyone. Not every wrestler needs them—or should have them. For example, Rey Mysterio Jr. ('96) is set to almost never use carry moves, because in real life, he barely used that style. Carry moves make way more sense for wrestlers from Giant, Power, and American styles who lean heavily on strength. Also, just a heads up: the CPU tends to spam carry moves if you’re not careful. To avoid ruining the flow of a match, it’s best to set the priority for these moves as LOW or VERY LOW.

Leverage Pins
Flashy rollups and surprise pin moves—also called leverage pins—are mostly used by smaller and quicker wrestlers. While it’s true that some larger wrestlers have used these in the past, we suggest limiting them to wrestlers whose styles support it. Styles like Junior, Luchador, Technician, and Panther are the most likely to include these kinds of pins.

Ground Strikes
Ground strikes are just as common as standing ones — almost every match has plenty of them, no matter what style the wrestler uses. But there’s a small catch when you’re setting them up. Some of the settings depend on what happens to the opponent’s position after the move lands. If the defensive wrestler changes position after the hit — like rolling over or staying put — that can affect which settings you should use. So pay close attention to the notes in the guide, and don’t skip the details. It’ll help make everything run way smoother in-game.

Ground Grapples
Ground grapples include light grapples, heavy grapples, and deadlift grapples. While the first two were already explained, deadlift grapples are special because the wrestler lifts their opponent straight into a move from the ground without giving them time to recover. These take a lot of strength, so they should only be used by wrestlers who are strong enough to pull them off. Even then, they should be used sparingly.

Diving / Springboard
This group of moves needed the biggest fix out of the box because the AI tends to use them too often. Without adjusting the settings, AI wrestlers will overuse flying moves, which doesn’t feel realistic. Wrestlers from the Junior, Luchador, and Panther styles are the ones who should be using these moves more than others.

Submissions
Whether or not a wrestler uses submission holds will depend heavily on their style. Some styles rely on them a lot, while others don’t really use them at all.

Working Holds
In pro wrestling, “working holds” are used to control the opponent and tell a story in the match without hurting anyone. These are not meant to make someone give up. Heels (the bad guys) tend to use these holds more often, which then gives the babyfaces (the good guys) a chance to fight back. Most styles will include some working holds, but some will feature them more than others.

Limb Targeting
Limb targeting settings are gonna change depending on the wrestler. Every style guide breaks down which body parts you should focus on, based on their signature and finisher moves. For example, if a Power wrestler wins matches with a Powerbomb, they’ll have different limb targeting than a Power wrestler who finishes with something like the Figure-Four Leglock. Make sure you’re following the limb targeting tips for each wrestler to keep everything feeling accurate and true to their style.

Dirty Moves
Only heels or wrestlers with sneaky, rule-breaking behavior should be using dirty moves. This category helps us show more differences between wrestling styles and personalities, so it’s important to assign these moves carefully.

Showmanship Moves
These are moves that include flashy taunts or impressive athletic displays. Babyfaces and lighter wrestlers are more likely to use these moves since they often perform for the crowd and want to stand out.

Comeback Sequences
Like showmanship moves, comebacks are meant for babyfaces, who are often shown fighting from underneath. These sequences help tell the story of a match and give the good guys a chance to turn things around.
Fight Styles
Fight styles are our own custom labels we gave each wrestler based on how they actually perform in the ring. These aren’t the same as the ones made by 2K Sports — we didn’t use those. Instead, we looked at each wrestler’s real-life style, background, and common moves to figure out what fits best. So when you're setting up a wrestler, just stick with the fight style listed next to their name on our spreadsheet. It’s designed to make their in-ring behavior look and feel as real as possible.

Below please find a link to our Fighting Style System that has been modeled after the Fire Pro Wrestling Series:

(Link will be provided soon)
WWE 2k25 AI Moveset Settings
Please Follow the link to the "WWE 2k25 AI Moveset Settings" spreadsheet.

https://docs.google.com/spreadsheets/d/1VJtcmqx1swYejNZol9ZxiGxwFfji3s80h06hY9da8_8/edit?usp=sharing
1 Comments
keno 29 Apr @ 5:20pm 
how am i supposed to know if a category is "Prefer Early/Late Match" or "Early/Late Match Only"?