Attributes System

Attributes System

Clear definitions for every Attribute, AI Tendency, Hit Points, and Personality scale — so you stop guessing and keep your Universe consistent.

HypeDC Attributes System Screenshot
Want the exact ranges + tuning logic?

This page defines what everything means. Premium adds the exact recommended ranges, edge-case rules, and update guidance so you don’t retest every patch.

Upgrade to Premium →
Free remains complete and usable. Premium adds the “what to set” + “what to ignore” layer.

Attributes

Attributes describe how strong a wrestler is in specific gameplay areas. These don’t “force” behavior — they influence outcomes and consistency.

Arm Power

How much damage the wrestler deals with arm-based attacks and offense that’s primarily “arms-first.”

Leg Power

How much damage the wrestler deals with leg-based attacks (kicks, knees, stomps) and leg-driven offense.

Grapple Offense

Damage and effectiveness of grapples, throws, slams, and hold-based offense.

Running Offense

Effectiveness of running attacks and offense performed with momentum (incl. certain rebound attacks).

Aerial Offense

Damage and effectiveness of aerial attacks (dives, top-rope attacks, springboards where applicable).

Aerial Range

How consistently the wrestler connects with aerial attacks from distance/positioning — “reach/spacing” reliability for aerial offense.

Power Submission Offense

Strength and effectiveness of power-based submissions (crushing/strength-focused submissions).

Technical Submission Offense

Strength and effectiveness of technique-based submissions (precision/hold-focused submissions).

Strike Reversal

Ability to reverse/counter incoming strikes (timing window + consistency).

Grapple Reversal

Ability to reverse/counter incoming grapples and hold-based attempts.

Aerial Reversal

Ability to reverse/counter aerial attacks and certain dive scenarios.

Body Durability

How well the torso absorbs damage over time before performance drops (general wear and tear).

Arm Durability

How well the arms withstand damage before weakening affects performance.

Leg Durability

How well the legs withstand damage before movement and offense consistency drop.

Power Submission Defense

How well the wrestler escapes/resists power-based submissions.

Technical Submission Defense

How well the wrestler escapes/resists technique-based submissions.

Pin Escape

How well the wrestler kicks out of pins and survives late-match near-falls.

Strike Offense

Damage and effectiveness of strikes (punches, kicks, elbows, forearms).

Stamina

How long the wrestler maintains pace without gassing — affects sustained offense and late-match consistency.

Agility

Quickness and responsiveness in movement and transitions (speed of actions and recovery of positioning).

Movement Speed

How fast the wrestler moves around the ring in general (baseline locomotion speed).

Damage Recovery

How quickly the wrestler recovers from damage states (downed/stunned impact) and returns to functional offense.

Special Offense

How quickly the wrestler builds Special and how effectively they convert momentum into signature opportunities.

Finisher Your note

Controls how fast the finisher meter fills. This influences how often finishers become available over a match.

Common Mistakes (Attributes) - CLICK HERE

• Treating attributes like “behavior switches.” They influence outcomes, not decision-making.
• Over-inflating everything. Realism comes from contrast, not maxed ratings.
• Ignoring durability and stamina, then wondering why pacing feels wrong in long sims.

AI Tendencies

Tendencies are a sliding scale: they influence how often the AI chooses certain categories of actions.

Combo Use Tendency

How often the AI chooses combo inputs as an attack option.

Combo Selection Towards Tendency

Directional combo selection: “Towards” input category.

Combo Selection Neutral Tendency

Directional combo selection: “Neutral” input category.

Combo Selection Away Tendency

Directional combo selection: “Away” input category.

Submissions Tendency

How often the AI attempts submissions.

Light Strike Tendency

How often the AI chooses light strikes.

Heavy Strike Tendency

How often the AI chooses heavy strikes.

Light Grapple Tendency

How often the AI chooses light grapples.

Heavy Grapple Tendency

How often the AI chooses heavy grapples.

Ground Strike Tendency

How often the AI uses strikes on a grounded opponent.

Ground Grapple Tendency

How often the AI uses grapples on a grounded opponent.

Environmental Strike Tendency

How often the AI uses strikes in environmental/ringside scenarios.

Environmental Grapple Tendency

How often the AI uses grapples in environmental/ringside scenarios.

Dive Tendency

How often the AI chooses diving offense.

Daredevil Dive Tendency

How often the AI chooses higher-risk dive choices.

In-Ring Springboard Tendency

How often the AI chooses springboards inside the ring.

Ringside Springboard Tendency

How often the AI chooses springboards aimed to ringside/outside.

Limb Targeting Tendency

How often the AI targets specific limbs/body parts intentionally.

Running Attack Tendency

How often the AI chooses running attacks.

Dodging Tendency

How often the AI chooses dodge/evasion actions.

Weapon Usage Tendency

How often the AI uses weapons when available/appropriate.

Table Usage Tendency

How often the AI attempts table-based offense.

Possum Attack and Pin Tendency

How often the AI attempts possum-style attacks and quick pin attempts.

Instant Recovery Tendency

How often the AI uses instant recovery options (where applicable).

Ring Escape Tendency

How often the AI attempts ring escapes (and how strongly it prioritizes leaving danger).

Pin Combo Tendency

How often the AI uses pin combos / technical pin attempts (where applicable).

Common Mistakes (AI Tendencies) - CLICK HERE

• Raising a tendency to “force identity” while the moveset doesn’t support it.
• Making every tendency high, then wondering why matches feel chaotic and same-y.
• Treating “Dive” like personality — diving should still be controlled by match timing rules in the Move Settings.

Hit Points

Hit Points are proportional. Total values add up to 4000. Head and Body should generally be higher since most offense targets those areas.

Head

Damage capacity for head-targeted offense. Higher = survives longer against head-heavy offense.

Body

Damage capacity for torso-targeted offense. Higher = more resilient to core wear-down.

Arms

Damage capacity for arm-targeted offense. Higher = resists arm weakening over time.

Legs

Damage capacity for leg-targeted offense. Higher = resists mobility collapse and leg wear-down.

Common Mistakes (Hit Points) - CLICK HERE

• Equalizing all four areas. It sounds fair, but it’s not realistic for match flow.
• Over-nerfing Head/Body, then wondering why finish windows arrive too early.

Personality Traits (Sliding Scales)

These are sliding scales — each trait sits somewhere between both extremes.

Prideful vs Egotistical

Confidence vs self-absorbed behavior and self-prioritizing decision patterns.

Respectful vs Disrespectful

Sportsmanship vs dismissive/taunting/heat-seeking behavior.

Perseverant vs Desperate

Stays composed under pressure vs panics into riskier, forced decisions.

Loyal vs Treacherous

Stable alignment/team behavior vs betrayal/turn tendency and opportunism.

Bold vs Cowardly

Initiates risk and confrontation vs avoids danger and retreats early.

Discipline vs Aggressive

Sticks to structure and pacing vs rushes into offense and escalations.

Common Mistakes (Personality) - CLICK HERE

• Pushing extremes on every trait — it makes characters cartoonish and breaks variety.
• Using personality to solve pacing issues that are actually caused by sliders or move settings.


Where to Go Next