entertainment - The retirees often called it having "it," though you can't really define what it is. A great ring general knows how to use psychology to work the crowd and two awesome workers can entertain with straightforward wrestling. In "worked shoots" the key is making get into the match, believing it is real or whatnot. Some fans respond differently than others in accordance to the group's style. How well a wrestler can use his tools to get them going is the key here.
selling - An important aspect creating the illusion. This is where acting becomes so important. Selling is especially important in this most realistic styles, since we know what a real shoot looks like with all the reactions how ever closely those marks a good seller. It puts over the other wrestler (which is a good thing) and if done properly can add great drama to a match. It is perhaps the most important part of ring psychology because if one over-does it they seem like they're being squashed (assuming they're not) and if one under-does it they look invinsible and it really destroys the suspension of reality. A few things of note: facial expressions, accurate and consistant to "hurt" area, how well they recover (not too fast), and extra emphasis (selling after the match, taking a timeout, having it effect offensive moves, and stretching/rubbing/etc.).
toughness - You know what gets people when they watch worked shoots...the damage guys must sustain. The fighters from the later days of RINGS are too beat up to really be competitive nowerdays, which tells you about the physicality of the style. This looks at just how many strikes and slams they're taking and what is the quality of them. Fighters who are battered with kicks, slaps, knees and suplexes are going to rate high here. And no I try not to favor the natives, but they tend to be the most willing to take ridiculous amounts of abuse.
carrying - This one is totally different than the others as it is kind of like ratings under 5 are almost like negatives, while a 5 is neutral, and over 5 is great. This has to do with how a wrestler deal with others above and below their skill level. 0-1 means they needs to be carried and even the best cannot do much with them. 2-3 still means they still need to be carried, but good matches are capable if they are put with the best. 4 means they carry themselves, but not very well. 5 means they can carry themselves, no more, no less. 6 means they can carry themselves reasonably well. 7-8 means they are capable of carrying others reasonably well and can have excellent matches with people on their level or just below. 9-10 are the elite, those who have consistantly above average matches with anyone who steps in the ring.
heat - This is another part of having "it." Some guys are just able to connect with the crowd based on their look, mannerisms or what have you. Like many of the ringwork ratings, this is a case-by-case thing as if someone is presented poorly by bad booking they will have inadequate heat, which must be judged.
star power - Perhaps the trickiest of all the areas to throw a number value on, so take it with a grain of salt. I try to take into account three aspects: at what level were they on the card and how did they draw, how strongly were they booked, and assuming they did shoots or worked well past their prime how much did their abilities drop off. This is kind of sketchy with the recent guys who've become jobbers in Pride. However for the most part though wrestler's legacies are cemented going into it and usually there won't be much fluctuation.