Okay, here we go:
-Grappling is timing based. Button mashing will get you nowhere in this game but pinned on the mat in about five minutes. Start with your weak grapples(Square), and work your way up. You're not going to be able to throw the big bombs early, and if you try, you're going to be in a world of pain. Also keep in mind that the Circle grapples won't keep your opponent down for very long, but they will get up dazed, leaving them open for an aerial attack while they're standing, as well as a Corner to Center move. X grapples, and Square+X grapples will keep them down longer, especially the latter.
-Striking takes a lot of getting used to, as if the opponent isn't lined up just right, you'll miss. Take KENTA and do a few matches with him and focus on striking, as he's very easy to learn from.
-BREATHE!! I can't stress that enough. If you don't breathe after a few moves, you risk getting rolled up, and pinned very quickly.
-Onto the logic. Yes, this can look like rocket science. The three columns you'll see represent low damage, mid damage, and high damage/near defeat(going left to right). The percentages represent the likelyhood of your edit doing a certain move given the damage. Essentially, what you want to do is tweak the percentages so that your wrestler will go for the weak and medium grapples earlier in the match, and the strong grapples and finishers later in the match. So a Bodyslam you would want to have a decent number in the weak and medium damage, while a bit lower in the heavy damage. In certain cases, such as the Corner to Center move, if you want your wrestler to use it as a finisher, set it extremely high(I'd recommend 95%-100%), as the CTC situation doesn't come about that often. Otherwise, I'd say give finisher roughly 15%, to ensure that they aren't spammed and kicked out of needlessly(to give you an example, I originally had my HHH's Pedigree at 40%, and CM Punk's G2S at the same. The end result was Punk winning after kicking out of five Pedigrees, and dishing out six G2Ss). As you go through the logic, you'll find three Priority sets. What these are primarily designed to do is ensure that the wrestler pins after the finisher(provided it's not a pinning finisher already). You can have up to three moves in each set, though keep in mind that it's a bit limited, as you can't have a wrestler do a Piledriver, and link it into standing move, though you can have them picked up after the Piledriver, and then go into the move of your choice. A prime example is how I have Ozaki set up. Her first set is the Uraken followed by a pin. The second is the Ozakick followed by a pin, and the final is the Witchcraft followed into a pin. I have the pinning percentage a bit lower on the Uraken, as she does at times pick the opponent up for a second one. Another thing you won't want to ignore is the behavior options. There are four, and they dictate whether a wrestler wants to focus on winning or inflicting pain, if she wants to cooperate with the opponent and put on a good match or just go for the win at all costs, tag team cooperation, and wrestling a less risky match or a very risky one. These four categories are very integral to getting an edit behave as you'd like them to. You'll also find miscellaneous stuff, such as weapon usage, interference, how fast they respond to the ref's counts, and a few other things.