Stand(ing) - When your VR stands without moving in any particular direction. Not necessarily not attacking.

Dash(ing) - By pressing the left, right or both turbo buttons and moving at top speed a VR can travel it depending on it's current horizon level.

Crouch(ing) - The act of a VR's primary height becoming shorter while simutaneously attacking.

Jump(ing) - The act of a VR moving into the air by it's legs or thrusters.

Air Dash(ing) - After a VR jumps in VOOT, they have a choice of dashing or not dashing. If the VR dashes, this movement is called air dashing. However, air dash recovery times are somewhat longer than recovering from a jump.

Circular (Slice) - When a VR encircles an enemy VR before executing a melee attack.

*Note: The above terms are usually used in coherence with other words. For example; "side dash beam rifle", "moving crouch tongfer", "forward air dash fireball", etc.*

V.C. (Virtual Century) - The timeline which much of the story of Virtual On takes place in.

Virtual On: Operation Moongate (VOOM) - Better known as Virtual On: Cyber Troopers simply, VOOM is the first version of Virtual On. It's primary platform is on the model 2 arcade board, but it made it's "second generation" way to Sega Saturn, and PC in high res as the first "MMX accelerated" game.

Virtual On: Oratorio Tangram (VOOT) - Currently there are 3 versions for this game which lie on various platforms. Like it's predecessor, it started in the arcade. This was version 5.2, but it was fairly unbalanced and had several bugs. The interesting thing was that although it was your standard looking double seater arcade cabinet, each side was run by a model 3 board; meaning in total it was run by two model 3 boards. Version 5.45 was released on the Sega Dreamcast, and version 5.2 is a secret mode which is unlocked by beating the game with all the VR's.

Virtual On: Oratorio Tangram MSBS Version 5.66 (VOOT 5.66) - An "upgraded" version of Oratorio Tangram, it will feature 3 new VR's, 4 new stages, some slight changes in game balance, improved Internet capabilities (Dreamcast version), a VMU slot to allow customized VR's from 5.45/5.2 (arcade version), and will be run by the Naomi arcade board.

Virtuaroid - The classification for the characters or mecha in Virtual On.

Jump Apex - The highest height of a jump.

Freeze Time - Whenever a VR performs a dash, jump, air dash, or certain attack, there is a small period of time where the player cannot input anymore commands. The player must wait till the VR passes this freeze time to input more commands for movement or attack. Most expert players know how to take advantage of enemy freeze time by performing their deadliest attacks at these times. In Japan, I believe this technique is called "youmi".

Dash Descent - After an air dash, there is a small period of time when a jump will begin to slow and the VR will start to descend. This could be known as freeze time as well.

Dash Cancel - During a dash, a player can cancel a dash by dashing in the opposite direction (VOOM) or pressing either turbo button (VOOT). This can only be performed if there was no attack performed during the dash.

Jump Cancel - By jumping, and then cancelling the jump by pulling the sticks inwards (twin sticks) or by pressing the "crouch" button (key controller). This can only be performed if there was no attack performed during the jump. This is used extensively to gain sight, or lock onto the enemy since a VR will turn towards the enemy in a jump no matter where they are.

R Weapon (RW) - A VR's right weapon.

L Weapon (LW) - A VR's left weapon.

C Weapon (CW) - A VR's center weapon.

Right Turbo (RT) - The right turbo trigger used to enable right turbo variants of weapons, or to dash in accordance to the direction the pilot inputs.

Left Turbo (LT) - The left turbo trigger used to enable left turbo variants of weapons, or to dash in accordance to the direction the pilot inputs.

Lock-On - The bull's eye indicator circling the enemy. When this indicator is encircling the enemy, all homing ability weapons when fired will track the enemy as much as possible.

Homing Ability - The varying attribute of a weapon. The higher the homing ability, the more it will track and hunt the enemy down. The lower the homing ability, the less it was track and hunt down the enemy.

Close Combat (CC) - When a particular VR is close enough to another VR, certain weapon gauges will begin to glow and the screen's interface will slightly change. In VOOM, the lock-on indicator will have another ring around it. In VOOT, four "L"-shaped lines will appear on the screen creating an open box. Depending on which gauge is glowing, pressing the appropriate weapon trigger will make your VR attack by using it's fists, appendages, or melee weapons. Close combat weapons vary in strength, but are usually stronger than long distance combat.

Double Lock On - Same description as "Close Combat".

Blocking - Performed by pulling the sticks inwards (twin sticks) or by pressing the "crouch" button (key controller). This can only be performed in close combat. When blocking, your VR sustains much less damage and no knockdown.

Knockdown - When a VR is hit so that it is lying back-side or front-side on the ground. The player will be unable to input any commands until the VR stands upright again.

Machine Gun - The act of a performing a particular trick to lessen the amount of time it takes to launch a certain weapon projectile resulting in a rapid succession of shots. Only certain VR's can perform machine gun.

Chase CC - A chase CC is the standard CC attack that all VR's have when they perform a CC attack when standing. A VR will "chase" or rather quickly dash in the direction of the enemy, and then perform their CC attack at the end of the dash. Chase CC's are good when you know you have your attack timed to attack, or setting up more complex CC combos. But due to the time it takes to execute the CC attack at the end of the chase, it gives the enemy time to quickly evade by jumping, dashing, or even Q-stepping around you.

Watari Dash (Veritcal Dash) - By dashing in any direction, you can switch your initial dash direction to any direction by allowing your directional input back to neutral position. Then input the direction which you wish your VR to travel in. You can keep changing directions as long as you have enough dash time left.

Inturn Dashing - Easily done on the twinsticks, but requiring slightly a bit more finesse on the Dreamcast controller; all VR's can turn approximately 35 degrees during their dash. They can turn anytime during their dash and can be executed by dashing in any direction and then turning either left or right via the twin stick manuvuer, or the analog stick on the Dreamcast controller.

She's Lost Control - The special move which Viper 2 possesses in Operation Moongate. By jumping in the air with full weapon energy for 7-way, homing beam and vulcan, and then pushing the twin sticks forward while pressing the two weapon triggers; Viper 2 will home in and soar down towards the enemy. Viper 2 is entirely invincible but all of his weapon energy will be depleted. She's Lost Control can only be stopped by hitting an object or the enemy.

She Has Control - The special move which Cypher possesses in Oratorio Tangram. Performed exactly as like "SLC", Cypher however will transform into a plane and then soar down towards the enemy. Better known as "waverider" mode, Cypher will have no auto homing ability so the pilot will have to control and steer Cypher's direction and altitude via the twin sticks or through the coordinated usage of the analog stick and directional pad on the controller.