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    FAQ by commonlogik

    Updated: 05/10/09 | Search Guide | Bookmark Guide

    Virtual On Oratorio Tangram – Beginner’s Training Guide 2.0
    By commonlogik (commonlogick@gmail.com)
    1. Release Notes & Introduction
    2. Five Fundamentals
      A.  Jump Canceling
      B.  Dashing: Ground and Air
      C.  Special Dashing Tactics: Curving and Watari
      D.  Dash Vectoring
      E.  Close Combat
    3. Extra Basics
      A.  Turbo Attacks
      B.  Virtual Armor
      C.  Dashing Close Combat
      D.  Special Attacks		
    4. Character overviews
    5. Special Thanks
    1. Release Notes & Introduction
    Release Notes
    Version 1.0 – (Released sometime in 2000) Original guide released, based 
    on US Dreamcast version
    Version 2.0 – Release 4/30/09 Updated text, incorporated feedback from 
    various VOOT veterans (MentholMoose & GSaturnZ), restructured format, 
    added new information regarding added Virtuaroids of Temjin 10/80, 
    Stein-Vok, and Apharmd-C.
    I grew up watching Macross, Robotech, Voltron, Gundam, Saber Riders, 
    Dangaioh and the list goes on.  Anime and especially anime robots have 
    always fascinated me.  When "Virtual On: Cyber Troopers" first came out in 
    the arcades, well, it was over – finally, a video game company got all the 
    elements of what makes anime mechs so cool: speed, agility, cool designs, 
    awesome weapons and an actual balanced gameplay system.  The sequel, 
    "Virtual On Oratorio Tangram" not only improved upon the system and 
    character design, it pretty much perfected it.  Widely respected, but 
    never really popular in the US, with the XBLA release of "Virtual On 
    Oratorio Tangram" (ver 5.66), not only is this wonderful for all VOOT 
    players in the US to enjoy, but it also gives a new generation of gamers 
    who also share the same interest in anime robots and style to experience 
    this great game.
    With that in mind, this game is not for the impatient.  The controls are 
    hardly intuitive, the speed of the game is dizzying and the game system is 
    fairly unconventional to what most gamers have played.  The hope of this 
    Beginner’s Guide is to help new users learn the most important gameplay 
    fundamentals so they can begin to appreciate the system mechanics that make 
    VOOT so unique.  While intermediate to advanced VOOT players will likely 
    look past this guide, it’s always good to brush up on the fundamentals, 
    especially since the last time anyone played VOOT against each other was 4-5
    years ago (unless, of course you’re lucky enough to have a VOOT arcade 
    machine in your neighborhood).
    NOTE: Button Configuration description will always be based on the default 
    config for Virtual On Oratorio Tangram ver. 5.66 as follows:
    Left Analog – Moves your Virtuaroid
    Right Analog – Rotates your Virtuaroid
    Left Trigger – Fires Left Weapon
    Right Trigger – Fire Right Weapon
    X button – Left Turbo
    B Button – Right Turbo
    Y Button – Jump (press twice to double jump)
    A button - Crouch
    Back button – Special (not used for all characters)
    2. Five Fundamentals
    While I have provided a good number of basic strategies and techniques, the 
    first five are what I deem the absolutely most important and fundamental to 
    understand and execute.  It’s good to know more, of course and I do 
    encourage beginners to read on beyond the five fundamentals.
    Also, this is a guide, not an instruction manual – I trust those who are 
    reading this know the basic commands on how to move, lock-on to opponents 
    and fire weapons.
    A.  Jump Canceling  
    With a game as fast as VOOT, it’s imperative to keep track of the 
    opponent.  While players can use the Right Analog stick to rotate 
    the mech to keep track of an opponent, this leaves a Virtuaroid 
    absolutely stationary and vulnerable to attack.  So it is HIGHLY 
    RECOMMENDED for all new players to use the Jump Cancel.  Nothing 
    says "I'm a scrub at this game", more than having to manually turn 
    your robot to track a target; while it may seem to be more natural 
    and intuitive to rotate your character, it’s infinitely faster and 
    more efficient using the Jump Cancel.
    The reason: whenever you jump (by pressing the Y button), your 
    Virtuaroid automatically turns to face the opponent in the air.  
    While in the air, you can immediately cancel your jump by pressing 
    the A buttonas long the A button is pressed before a robot’s 
    thrusters stop firing (i.e. the white-blue jets that appear whenever 
    a dash or jump is performed).  Canceling the jump will immediately 
    place you back on the ground. There’s no need to wait until you're 
    at the peak of your jump to cancel; the second a robot leaves the 
    ground after the Y button is pressed, IMMEDIATELY press A to 
    cancel; even a short canceled jump will automatically turn the mech
    to face the enemy.  There are secondary reasons to cancelling jumps 
    as well – jumping on environment structures, evading enemy fire – 
    so learning the Jump Cancel is one of the most important beginner 
    techniques to master.
    B.  Dashing - Ground and Air  
    Virtual On is a fast game and a big reason why are the dash 
    commands.  It’s safe to say you will be spending 70% or more of 
    your time dashing, so it’s important to learn to tactically dash 
    rather than just running around like a headless machine. 
    Each character will have different dash accelerations, speeds and 
    lengths. It’s important to learn the speed, duration, and length of 
    a dash for each Virtuaroid;  in general, bigger robots will have 
    slower speeds compared to lighter, smaller robots.  When dashing 
    without firing a weapon, at any time during the dash period you can 
    cancel a dash by simply pressing the dash button.  It doesn’t matter 
    if a player uses the Left or Right dash buttons to cancel a dash.  
    You may also cancel dashing by jumping (Y button).  One piece of 
    personal advice for beginning players – AVOID dashing backwards 
    unless absolutely necessary.  There are exceptions (i.e. dashing 
    backwards to get behind an obstacle) but dashing backwards will 
    likely leave you wide open for an easy shot by the opponent.
    When used in conjunction with weapon attacks, Dash Attacks become 
    really useful and will be a central part of a player’s offensive 
    game.  With Dash Attacks,players can avoid enemy fire while closing 
    in on an enemy and/or gaining better position (i.e., behind obstacles, 
    away from the enemy's field of view). Another advantage is the homing 
    ability of all Dash Attacks.  When a Dash Attack is initiated, the 
    Virtuaroid will always rotate toward its enemy and fire; each robot 
    rotates and tracks at different speeds, so some robots are better at 
    locking on to their targets, and some can rotate faster to face them 
    (Both Raiden and Temjin are very good characters for beginners to use 
    because of their comfortable Dash Attack rotating speed and tracking 
    ability). There are three main types of Dash Attacks: forward, side 
    and backward.  Forward Dash Attacks deliver great damage and speed, 
    but run the risk of sustaining serious damage if hit during a forward 
    Dash Attack. Side Dash Attacks are great for evading the enemy, but 
    are less damaging and are slower than forward attacks. Backward Dash 
    Attacks should be performed as often as back dashes--never!  
    Diagonal dashing attacks, (as pointed out by VOOT player PtBlank), 
    are a combination of a side dash and forward/backward dash attack 
    (obviously depending if a player is dashing diagonally forward or 
    backwards).  For beginners, Dash Attacks will likely be a primary 
    method of attack but use these attacks wisely as there is a penalty– 
    there is a brief recovery period at the end of a Dash Attack that 
    leaves a robot immobile for a brief second and vulnerable to 
    retaliation. Needless to say, many beginners are constantly 
    frustrated when dashing side-to-side, weapons ablaze, only to be 
    met with a heavy attack at the end of the dash. There are ways to 
    shorten this delay through some highly advanced (and difficult) 
    techniques but for the beginner player, learn the speed and length 
    of dashing and use Dash Attacks wisely and with precision.
    Finally, a few words on Air Dashing: to execute an air dash, press 
    the Y button to jump in the air, then press a direction and any 
    Turbo button.  Ground dashing rules apply to air dashing and there 
    is one additional rule: once a mech is done with an Air Dash, the 
    Virtuaroid will slowly fall to the ground and that can leave a robot 
    vulnerable during this descent.  Players can try to speed up this 
    descent from an Air Dash by pressing the A button (Crouch), but a 
    better way to avoid being an easy target while floating down from 
    an Air Dash is not to jump too high when executing an Air Dash.  
    Known as SLD (Super Low-Altitude Dashing), performing an Air Dash 
    low to the ground will greatly cut down your descent duration.
    C.  Dash Vectoring:  To outsiders, Virtual On may seem like a game 
    where robots constantly dash side to side, forward and back, firing 
    weapons randomly and hoping with luck something hits.  But there is 
    a fundamental strategy (some say science) that comes in to play and 
    draws a clear distinguishing line between a VOOT rookie and an 
    intermediate competitor.  That fundamental is Dash Vectoring, a 
    combination of techniques and tactics based on a simple principle 
    that even new players can use to improve their skills almost 
    The “science” of Dash Vectoring was introduced in Virtual On: Cyber 
    Troopers by Virtual On legend Chris Tan and, by its nature, is a 
    reflexive tactic that always starts off with this question:  "Which 
    way is my opponent dashing and when is he firing?"  Dash Vectoring 
    only works if an opponent performs a Dash Attack FIRST. So, keeping 
    the enemy in your sights, here are the basic steps to Dash Vectoring: 
    1) Make your opponent dash 
    2) Wait for him/her to fire his Dash Attack 
    3) Dash to the correct dashing path 
    4) Fire your Dash Attack as your foe's Dashing ends 
    While this may sound somewhat complicated, let’s break it down step 
    by step.
    Step 1: Make your opponent dash
    As stated earlier, the theories of Dash Vectoring won’t 
    necessarily work unless the opponent dashes first; whether 
    a player flushes a target out with a bomb, fires a high 
    damaging weapon to get him to force an opponent out of the
    area or evades a Close Combat attack by dashing, get the 
    enemy to start dashing first. 
    Step 2: Wait for him/her to fire his Dash Attack 
    Whether by sight, sound or ESP, avoid dashing early until 
    the opponent fires their Dash Attack.  This can be a very 
    difficult discipline, especially if the enemy is very close.  
    Once the opponent fires his Dash Attack...
    Step 3: Dash to the correct dashing path 
    Now, what's the correct dashing path? The answer lies with 
    your opponent and what direction their taking during a Dash 
    Attack.  While it’s optimal to keep a target in line of sigh, 
    here's what direction a player should dash after an opponent 
    fires his Dash Attack: 
    Opponent Forward Dash Attack = You Side Dash 
    Opponent Side Dash Attack = You Forward Dash 
    Opponent Back Dash Attack = Stupid Opponent 
    Now the explanations... When an opponent commits to a forward Dash 
    Attack, side dashing will force the opponent to change his firing 
    angle at the last second and that can decrease the chances of 
    getting hit.  Likewise, when an opponent executes a side Dash Attack, 
    a forward Dash also forces the enemy to change his shot angle, 
    reducing the precision of the enemy. And obviously, back Dash 
    Attacking enemies are inviting you to beat them up. (Actually, a 
    diagonal Forward Dash Attack is best in that scenario).  While this 
    is the basic theory of Dash Vectoring, players must also keep in 
    mind the varying dash speeds of different robots as well as the 
    different weapon attack characteristics of opponent weapons and 
    their weapons as well.  Adjust accordingly, as the Dash Vectoring 
    timing and spacing will definitely be different when facing a 
    Virtuaroid like Raiden versus a Fei-Yen.
    D.  Close Combat:  While there’s excitement as VOOT players exchange 
    firepower across an arena, nothing quickens the heart and sweats the 
    palms quite like melee engagements; nothing cooler than three-story 
    robots executing kung fu fighting moves on each other (see: G Gundam).  
    While certain characters are much better at Close Combat (CC) than 
    others, beginners should definitely know the basics to survive melee 
    brawls that occur more often than not.  
    First off, Close Combat is only initiated when a robot gets within 
    CC activation range; this occurs when a “double-lock cursor” appears 
    on a target, and when at least one of the weapon meters turns 
    completely yellow.  Each robot has different CC activation ranges for 
    each weapon; Raiden needs to be very close (34.9 Virtual Meters) in 
    order to activate the Center Weapon CC attack as opposed to Apharmd-B 
    who can surprise players in how far and fast his CC attack can be 
    initiated (134 Virtual Meters). When a Close Combat double-lock 
    appears, a player performs a Close Combat attack with any weapon 
    that has a full yellow weapon meter; if a player presses a weapon 
    attack button that isn't highlighted with the yellow meter, the 
    weapon will fire normally.  Avoiding CC attacks can be done by 
    simply dashing away or jumping; players can also block Close Combat 
    attacks by inputting the Crouch command (A button).  Note, that a 
    block can only be performed if a player is close enough to initiate 
    a Close Combat Attack (i.e., when you have the double-lock on your 
    opponent).  What this means is gamers have to know the exact timing 
    and spacing when to execute a block command; if entered too early, 
    CC attacks will not be blocked.  Lastly for beginners, CC attacks 
    come in three basic forms: standing, crouching, and jumping.  The 
    timing for crouching and jumping CC attacks is a little tricky and 
    involve entering a crouch or jumping command, IMMEDIATELY followed 
    by a CC attack command.  It should also be mentioned that crouching 
    CC attacks cannot be blocked, but are much slower than standing 
    attacks.  There is a complete art to Close Combat, including many 
    advanced techniques (i.e. combinations, “Q Step”, Right Turbo CC 
    attacks) that I encourage beginners to explore, but learn the CC 
    basics first.  
    E.  Special Dashing Techniques - Curving and Vertical (Watari) 
    Dashing:  Determining the final of the Five Fundamentals was a bit 
    of a brain exercise, but in the end, the special dashing techniques 
    of Curving and “Watari Dashing will ultimately be very useful as 
    rookie players begin to improve on the basics.   
    The concept behind Curving (Curve Dashing) is pretty simple.  During 
    any dash, use the Right Analog Stick and press left or right to "
    curve" the dashing path left or right, respectively.  Curving cannot 
    be performed after a Dash Attack, but can be done before you 
    activating a Dash Attack. Curving gives players slightly more 
    maneuverability, and can be pretty useful when attacking an opponent 
    prior to a Dash Attack; Curving to rotate a mech towards the target 
    right before a Dash Attack is executed can increase the chances of 
    hitting the target. 
    Vertical Dashing, better known as Watari Dashing is an EXTREMELY 
    useful dash technique; story goes that when Virtual On: Oratorio 
    Tangram debuted, the Vertical Dashing technique was demonstrated 
    first by producer Juro Watari. This technique enhances dashing 
    strategy - during the middle of a dash phase, press any direction 
    90 degrees away from your original direction.  If done properly, 
    the Virtuaroid will shift to dash in that direction.  For example: 
    Start a forward dash, and in the middle of the dash, press either 
    left or right on the Right Analog Stick. The mech will change its 
    forward dash direction to a left dash!  This can be done multiple 
    times, and in some cases, players can initiate 130 degree change 
    in Watari Dashing (try side dashing left then Vertical Dash 
    diagonally forward right). Watari Dashing affords the player great 
    maneuverability, not only in dodging enemy fire, but also in 
    offensive positioning.  For example, begin dashing sideways, then 
    perform a Watari Dash Attack forward; the Dash Attack will be 
    treated as a Forward Dash Attack, even though it started out by 
    dashing to the side. Watari Dashing Attacks will always take the 
    effect of the dashing direction right before the attack.  
    NOTE:  On default config for VOOT XBLA, Watari Dashing can be a bit 
    tricky as players will likely need to feather the Left Analog stick 
    back to its neutral position to properly perform the Watari Dash, so 
    keep that in mind.
    3. Extra Basics
    The following “Extra Basics” are all pretty important and should eventually 
    be learned.  Some may argue that the techniques, tactics and information 
    below are just as important as the fundamentals, but I felt that beginners 
    really need to learn the fundamentals above first before learning even more 
    advanced and complex techniques.  
    A.  Turbo Attacks:  Some of the most useful, powerful and sometimes 
    comical weapon attacks are done with Turbo Attacks.  Turbo Attacks 
    are executed by pressing a Turbo button (X for Left Turbo or B for 
    Right Turbo) simultaneously with an attack command (Right, Left, or 
    Center).  Turbo attacks cannot be performed while dashing but can be 
    performed in every other situation (i.e. standing, crouching, 
    jumping).  Each character's turbo attacks will obviously be somewhat 
    different, but all share the following basic functional similarities. 
    Right Turbo (RT) weapon attacks will always inflict more damage than 
    normal attacks, and can often freeze enemies for a short time (i.e., 
    Angelan's Right Turbo Right Weapon and Apharmd-B's Right Turbo Center 
    Weapon). Unfortunately, Right Turbo weapons deplete the weapon energy 
    meter very quickly and have very little to no homing ability; they 
    also deplete little to no Virtual Armor (more on Virtual Armor below) 
    off opponents. More often than not though, Right Turbo weapons issue 
    the coolest-looking attacks. 
    Left Turbo (LT) weapon attacks don't get the same attention as their 
    Right Turbo counterparts but they can be a lot more useful in the 
    middle of battle. In most cases, Left Turbo weapon attacks will deal 
    less damage than basic attacks, but will have very unique effects; 
    most Left Turbo attacks will deplete Virtual Armor very quickly (i.e. 
    Temjin's Left Turbo Left Weapon), some can immobilize opponents (like 
    Raiden's Left Turbo Center Weapon) and others have their own special 
    abilities that are unique for each character.  For example, all of 
    Specineff's Left Turbo attacks will temporarily disable certain 
    weapons from the enemy.  Left Turbo weapons also have great homing 
    ability and, for the most part, don't rapidly deplete the weapon 
    energy meter.
    B.  Virtual Armor:  Virtual Armor (V. Armor) was introduced in 
    VOOT as a way to combat defensive long distance play and promote 
    aggressiveness in battle. At the bottom right corner of the screen, 
    there are two V. Armor measurements - one in orange (yours), and 
    one in green (your opponent's). Heavier, better armored mechs will 
    have higher V. Armor ratings than lighter armored robots, enabling 
    them to deflect all but the most powerful weapon attacks from afar 
    (fyi: Dordray has the highest rating of V. Armor).  In general, 
    having a high V. Armor rating gives a increased ability to deflect 
    long range attacks.  Having good V. Armor doesn't equate to invin-
    cibility though; all center weapon attacks will either decrease 
    V. Armor or simply go through it, all Right Turbo weapon attacks 
    will ignore V. Armor, forward Dash Attacks can penetrate V. Armor, 
    and almost all Left Turbo Right Weapon attacks will decrease 
    V. Armor.  It’s often useful when playing against robots with high 
    V. Armor to use Left Turbo weapon attacks to deplete V. Armor in 
    order to make opponents more vulnerable to normal weapon attacks.
    C.  Dashing Close Combat Attacks This is one of the most 
    spectacular attacks to pull off on an opponent; it's also one of 
    the most difficult, no matter what robot you play with. Dashing 
    Close Combat attacks are Close Combat attacks performed while 
    dashing.  These attacks can be performed anytime but be aware that 
    Dashing CC attacks have to be manually aimed. 
    This is undoubtedly a powerful attack with Close Combat specialists 
    like Temjin and Apharmd-B.  To perform a Dashing CC attack, you 
    must be dashing forward (or diagonally forward).  While dashing, 
    press back on the Left Analog Stick and execute a weapon attack 
    simultaneously. To attack an opponent on the left, press your Left 
    Weapon Attack button; to attack an opponent on right, press your 
    Right Weapon Attack button. You can even use the Center Weapon attack 
    though they have to be lined up more perfectly to hit.  Dashing CC 
    attacks can be blocked with good timing, but are probably easier 
    to avoid by dashing and/or jumping.  Last note, Cypher is the only 
    character that features an Aerial Dashing CC attack.
    D.  Special Attacks:  The following Special Attacks are especially 
    unique to each Virtuaroid.  These “hidden” techniques aren’t all 
    very useful; some are done more for comic relief than for 
    practicality.  But they’re fun to perform and see; as a personal 
    touch, I’ve give each special attack a grade on how useful they can 
    be (IMHO, of course):  
    Angel Wings: (Grade: C)
    Performed by: Press Crouch (A button) + Special Button. 
    Activating this special ability will drain 50% of Angelan's 
    current health, but gives Angelan an incredible amount of 
    speed and maneuverability. Can be executed an unlimited 
    number of times and last for about 20 seconds.
    Apharmd-B Diving Kick: (Grade: D) 
    Performed by: Jump (Y button), forward Air Dashing Center 
    Weapon attack; requires Center Weapon meter at 100%. 
    Apharmd-B jumps in the air and descends with a powerful 
    diving kick; the higher the jump, the steeper the diving 
    angle. The Diving Kick has absolutely no homing ability, 
    so unless your opponent is dashing backward, this move is 
    rarely used.  
    Hyper Mode: (Grade: C)
    Performed by: Double Jump (press Y twice) + Center Weapon 
    attack; requires Center Weapon meter at 100%
    Once activated, you'll be surrounded by "the glow" for 
    about ten seconds; while in Hyper Mode, Apharmd-B's weapons 
    recharge faster, dash speed is slightly increased, and his 
    weapon damage is slightly increased.  Can only be activated 
    once per round.
    Apharmd-C Diving Tackle: (Grade: D)
    Jump (Y button), Air Dash forward + Center Weapon Attack; 
    requires Center Weapon meter at 100%. 
    Nearly identical to Apharmd-B's Diving Kick, Apharmd-C jumps 
    in the air, then dives toward the target, engulfed in an 
    energy field. Again, you must manually aim this move; it has
    no homing ability whatsoever.
    Hyper Mode: (Grade: C)
    Performed by: Double Jump (press Y twice) + Center Weapon 
    Attack; requires Center Weapon meter at 100%
    This is exactly the same ability Apharmd-B has, with all 
    the same features. This mode can only be activated once per 
    Apharmd-S Diving Tackle: (Grade: D)
    Jump (Y button), Air Dash forward + Center Weapon Attack; 
    requires Center Weapon meter at 100%. 
    Nearly identical to Apharmd-B's Diving Kick, Apharmd-S 
    jumps in the air, then dives toward the target, engulfed in 
    an energy field. Again, you must manually aim this move; it 
    has no homing ability whatsoever.
    Hyper Mode: (Grade: C)
    Performed by: Double Jump (press Y twice) + Center Weapon 
    Attack; requires Center Weapon meter at 100%
    This is exactly the same ability Apharmd-B has, with all the 
    same features. This mode can only be activated once per round. 
    Bal Bados
    E.R.L. (Ejectable Remote Launcher) Specials 
    All the special attacks of Bal Bados involve ejecting all 
    four of his E.R.L’s and all require a 100% Center Weapon 
    energy meter.
    Delta End Pyramid (Grade: D)
    Performed by: Crouching Right Turbo Center Weapon Attack 
    (A + B + Center Weapon attack) 
    With the proper anticipation, you can trap your opponent in 
    an energy pyramid; once trapped, your E.R.L's can still fire 
    within the pyramid.  Long set up and slow initiation speed.
    Black Hole: (Grade: D)
    Performed by:  Standing Right Turbo Center Weapon Attack 
    (B + Center Weapon attack) 
    A huge stationary energy ball is formed and all of the 
    opponent's attacks will be sucked into this Black Hole.  
    Lasts for about 10 seconds, and can only be performed once 
    per round.
    Reflect Laser: (Grade: B)
    Performed by: Jumping Right Turbo Center Weapon Attack (Y + 
    B + Center Weapon attack)
    The ejected E.R.L.'s will form an intricate satellite laser 
    attack;delivers great damage though leave Bal Bados a little 
    vulnerable in the air (Bal Bados performs a little “dance” 
    in the air).
    E.R.L. Switch (Grade: C) 
    Performed by: Press the Special button (Back)
    By default, all right-side E.R.L.'s shoot Ring Lasers, 
    while left-side E.R.L.'s shoot Mines. This can be switched 
    when Bal Bados ejects his E.R.L’s.  Not particularly useful 
    for beginners but quite useful for intermediate players.  
    Cypher S.L.C.: (Grade: B)
    Performed by: Jump (Y button), forward Air Dashing Center 
    Weapon Attack; requires all weapon meters at 100%. 
    Cypher transforms into his jet fighter form and charges 
    the target surrounded by an energy field.  Great damage, 
    though you actually have to "steer" your plane to hit the 
    target (Use Left Analog stick to climb and descend, Right 
    Analog stick turn left and right). And yes, if someone starts 
    firing a barrage of weaponry, it can disrupt your S.L.C.
    Jet Fighter Mode: (Grade: C)
    Performed by: Double Jump (press Y twice), Press the Special 
    button (Back) For this attack, Cypher double jumps and 
    transforms into his Jet Fighter Mode; you can fire weapons 
    while in this mode, though you're limited to three attacks.  
    While not extremely practical, you can do it as many times 
    as you like as it doesn’t deplete weapon energy to perform - 
    		and it's just plain fun. 
    Dordray Giant Mode: (Grade: C)
    Performed by: Press the Special button (Back) 
    Dordray will start shaking and growing. While this is 
    happening, Dordray is not only vulnerable to attack, but 
    taking too much damage will interrupt the growing process. 
    Once at full size though, Dordray’s armor and damage values 
    increase.  Keep in mind that this attack is mainly for show, 
    and there's nothing more humiliating than having a giant-
    sized Dordray stomp on you (Right Weapon Attack when in 
    Close Combat range). Can be performed only once per round.
    Spinning Drill: (Grade: D)
    Performed by: Right Analog Stick left or right, Center 
    Weapon Attack; requires Center Weapon Meter at 100%. 
    Spinning like a top, Dordray automatically locks onto the 
    target, striking the foe with his drill; good damage, but 
    like Temjin's Spinning Sword, comes out slowly.
    Fei-Yen Kn 
    Manual Hyper Mode: (Grade: B)
    Performed by: Press Special button (Back)
    Fei-Yen’s Hyper Mode can now be activated manually, though 
    in exchange 70% of health is lost.  But like Fei-Yen’s Hyper 
    Mode activated after taking damage, Manual Hyper Mode gives 
    Fei-Yen enhanced speed, range, and damage. 
    ICBM Nuclear Missile: (Grade: C)
    Performed by: Crouch (press A button) + Special Button (Back) 
    Grys-Vok fires a humongous missile that slowly travels up 
    into the sky, only to come back down with a huge detonation. 
    Massive damage, the only drawback is that Grys-Vok can be 
    hurt by the explosion as well.  Avoid firing in under or 
    right next to large obstacles!  It can only be fired once 
    per match.
    Raiden Armor Shed: (Grade: C)
    Performed by: Jump (press Y button). Press the Special 
    button (Back) 
    While it sounds bizarre to shed the really good armor of
    Raiden, it’s done for the need for speed. Performing Raiden's 
    Armor Shed will give him the fastest dashing speed of any 
    robot (yes, faster than Fei-Yen Kn).  From a practical 
    standpoint though, its use is limited if you're really 
    low on health and are near the end of the match.  
    Sacrificing armor for speed might give you the edge in such 
    a situation.
    Death Mode: (Grade: A)
    Performed by: Press Special Button twice
    Any time Specineff has less life than the opponent, Death 
    Mode can be activated.  Once done, Specineff has 13 seconds 
    to defeat the enemy before exploding itself.  During these 
    13 seconds, Specineff is completely invulnerable; Death Mode 
    is extremely useful if time is running out in a match.
    Sliding Tackle: (Grade: F)
    Performed: Dash forward + Crouching Center Weapon Attack 
    (A + Center Weapon buttons); requires Center Weapon Meter 
    at 100%. 
    This is a non-aerial version of the Apharmd brothers 
    diving attacks; in this one, an energy-fielded Specineff 
    slides into the enemy. While it’s a cool-looking attack, 
    it has two major drawbacks: the attack needs to be manually 
    aimed and ALL weapons meters are depleted.  The latter reason 
    is enough to avoid using this attack.
    Spirit Arc: (Grade: D)
    Performed by: Right Analog stick left or right + Left 
    Weapon Attack. 
    Specineff releases 12 floating, purple-flamed orbs that 
    slowly glide toward the enemy. Homing ability is very low 
    and damage is average (unless 3 or more orbs hit).  
    Supposedly, can be used in Close Combat with massive 
    damage effect. 
    Scythe Whirl:  (Grade: F)
    Performed by: CC range, Right Analog Stick left or 
    right + Center Weapon Attack.
    Specineff twirls his scythe in one hand above his head, 
    helicopter style.  Doesn’t hit in normal Close Combat 
    unless opponent is jumping away or performing a jump CC 
    attack.  Instant style points, though.
    Giant Magnet Cruise Ball: (Grade: C)
    Performed by: Crouch (A) + Special Button (Back)
    Similar in concept to Grys-Vok ICBM Nuclear Missile special 
    attack, Stein-Vok fires a much larger version of his Magnet 
    Cruise Ball.  Homing ability is decent and it ball moves 
    faster the longer it takes to hit the target.  Big time 
    damage when it connects and the bonus of deplete ALL Virtual 
    Armor off the opponent.  Can only be fired once per match.  
    Surfing Ram (Grade: B)
    Performed by: Jump (Y button), forward Air Dashing Center 
    Weapon Attack. Requires all weapons to be at 100%. 
    Temjin jumps on his now-transmorphed sword/surfboard and 
    rams the target. Good homing ability and great damage - 
    however, Temjin's still vulnerable, and can actually be 
    knocked off.  Can also be avoided if you perform a crouch 
    attack when the surfboard's about to hit you.  It can also 
    be avoided by jumping and can be blocked as well.
    Spinning Sword (Grade: D)
    Performed by: Right Analog Stick right or left + Center 
    Weapon Attack; requires Center Weapon meter at 100%. 
    Temjin spins with his sword out; no lock is needed, as this 
    attack automatically homes in on the enemy.  However, 
    doesn't cover much ground and starts out very slowly.
    Temjim 10/80
    Gliding Ram (Grade: D)
    Performed by: Jump (Y button), press forward + Right Turbo
    Center Weapon attack; requires Center Weapon meter at 100%. 
    A salute to Temjin’s old Gliding Ram from the original 
    Virtual On: Cyber Troopers, Temjin glides forward with his 
    beam sword to ram opponents.  Good damage, but needs to be 
    manually aimed and is quite slow.  Style points for sure.
    4. Character Overviews
    Depending on your playing style, technical skill and other intangibles, 
    everyone will have a different view on how characters are played and rated.  
    The following is an analysis on each of the characters based on general 
    effectiveness as well as level of difficulty in playing.
    A good array of homing attacks, excellent air maneuverability and 
    solid Virtual Armor for a light robot, Angelan can play “keep away” 
    all day.  A good player can mix her homing ice pillars, Ice Dragons 
    and Ice blasts to slowing deplete an opponent’s health and her staff 
    gives her slightly surprising CC range.  However, despite her high 
    Virtual Armor Angelan has weak armor and a solid CC attack on Angelan 
    can deplete a lot of her health.  A very good character in the hands 
    of intermediate to advanced players.
    Great speed, good armor but below average long-range weaponry, 
    Apharmd-B's key to victory is Close Combat. His Tongfers are the 
    most feared Close Combat weapon in VOOT and as most opponents know 
    that already, getting in close with AphB will be even more 
    challenging.  AphB's tactics revolve around stunning, knocking 
    down or freezing targets to get in close – as AphB’s key to victory 
    is Close Combat, it’s not surprising that he also has the best CC 
    activation range.  Utilizing Dashing Close Combat attacks will be 
    of great benefit; he's recommended for intermediate to advanced 
    Armed with a throwback shotgun from Virtual On: Cyber Troopers 
    (complete with pink shells), Apharmd-C is a “tweener” in terms of 
    speed (slower than B, faster than S).  The shotgun packs quite a 
    punch, but is only really effective a midrange.  While armed with 
    a machete, his CC range is nearly the same as AphS and as a missile 
    weapon it’s really not effective in both damage and homing ability.  
    Recommended for intermediate to advanced players.
    While Apharmd-S is considered the "bastard" version by some Virtual 
    On purists, he has good speed and much better long-range weaponry 
    over AphB.  In exchange for better long-range weaponry, AphS is 
    somewhat average in Close Combat with slightly weaker armor compared 
    to AphB.  Also, while he has improved long-range capabilities his 
    Right Weapon can deplete quickly and the speed and homing ability of 
    his weapons definitely takes some practice getting used to.  
    Suggested for intermediate players. 
    Bal Bados 
    Bal Bados is not an easy character to learn due to his 
    non-traditional tactics.  The strength of Bal Bados is in the 
    versatility in the way of using his weapons in various methods.  When
    used properly, he can flood the arena with an assortment of air mines, 
    bouncing spiked bombs and ERL attacks making it almost impossible not 
    to get hit.  He is most effective when properly setting up his ERLs 
    and using the right attack at the right moment.  Average armor and 
    speed ratings, he’s recommended strictly for advanced users.
    The master of air combat, Cypher is an extremely dangerous opponent 
    in the hands of a master.  While Cypher suffers from the worse 
    ratings in armor and a lack of a “knockout weapon” attack, Cypher 
    more than makes up for it with high aerial maneuverability, good 
    speed and a mixture of weaponry that is designed to annoy and provoke 
    opponents into mistakes.  Cypher belongs in the air and also has the 
    extremely useful ability to fire two weapon attacks while in air.  
    Finally, Cypher has arguably the best “style points” attack in the 
    game – the aerial dashing Close Combat attack that can only be 
    executed by Cypher.   Still, due to his low armor he’s best reserved 
    for intermediate players.
    I personally regard Dordray players as the most challenging. While 
    not very fast, Dordray has possibly the highest V. Armor rating, so 
    forget about long-distance provocation, because most Right Weapon 
    attacks will bounce off of him. Dordray's weaponry is an eclectic 
    mix of flame shots, homing launched arm parts and "charging attacks." 
    His charging attacks are probably the most lethal; not only do they 
    deal massive damage, but they enable Dordray to either close in on 
    enemies or escape opponents very quickly.  While not great at Close 
    Combat, Dordray is the only character I'm aware of with an awesome 
    throw attack (Right Turbo + Center Weapon in Close Combat range).  
    Dordray's suggested for intermediate players.
    Fei-Yen Kn 
    If speed is all your care about, here’s your character.  The fastest 
    character in the game has annoying attacks that can really add up 
    if you don’t pay attention.  Worst yet, when Fei-Yen goes into Hyper 
    Mode after taking enough damage, she becomes especially lethal.  Her 
    phenomenal dashing speed and decent melee-ranged weapon make 
    her a Dashing CC threat.  Beginner players can be successful with 
    her, though they should keep in mind of her weak armor.
    Countries like China cower in fear at the type of incendiary 
    explosive weaponry Grys-Vok wields.  Many of his weapons have good 
    knockdown power and Grys can fill the room with dozens of missiles 
    and bombs, not to mention mini and full-sized nukes.  While he has 
    average speed, his decent armor combined with excellent long and mid-
    range weapons make him a pretty good and fun character for beginner 
    and intermediate players. 
    Any robot named after a Japanese thunder god is going to have 
    powerful attacks.  While Raiden still features the most powerful 
    long range normal attack in his twin lasers, he’s has a surprisingly 
    good variety of solid weapon attacks.  Still, it’s all about 
    setting up the opponent and delivering the fatal knockout laser 
    attack – for most Virtuaroids, two hits from the Raiden’s standing 
    laser attack from any distance is fatal.  Speed is a problem for 
    Raiden; he’s slow and most of his weapon attacks aren’t too fast 
    either.  Still, his great armor and good ability to lock-on to 
    targets with Dash Attacks makes him my recommended choice for 
    beginner players. 
    Specineff is the most unusual Virtuaroid from the whole VOOT cast 
    and not only because of the way he looks or moves around like a 
    hockey player.  Weak armor and a very short dash duration may 
    make him seem like a pretty weak character.  However, veteran VOOT 
    players argue and have proven that in the right hands, Specineff 
    is down-right dangerous.  While his dash duration is short, it is 
    lightning quick and he has good ability to lock-on to targets.  
    His Right Weapon is extremely reliable and his Left Weapon floating 
    orbs can make it very difficult on opponents.  He’s recommended for 
    intermediate to advanced players because of his relatively weak 
    armor and unconventional movement patterns.  
    Replacing explosion and incendiary explosions for energy and beam 
    weapons, Stein-Vok’s has slightly better armor than Grys-Vok though 
    Stein-Vok is a step slower.  His weapon arsenal is a mix of energy 
    weapons that borrows a little something from everyone including Cypher 
    (LTCW), Temjin (RTRW), and Raiden (LW).  His attacks can do decent 
    damage, but they’re not very fast attacks.  Stein-Vok’s Magnet Cruise 
    Ball (Crouch RTCW) is slow but has good homing ability and the Giant 
    Magnet Cruise Ball does awesome damage and strips away all V. Armor 
    as well – too bad it can only be fired once a match.  Like Grys-Vok, 
    Stein-Vok is a decent beginner choice.
    The default all-around dude, Temjin does everything pretty well; he 
    can be an aggressive Close Combat assailant, a solid mid-range attack
    jouster and he can handle long-distance exchanges decently. Temjin’s 
    only possible weakness is that he doesn’t have a true knockout weapon, 
    other than his high-risk Surfing Ram.  Still, given his above average 
    armor and good speed, Temjin’s the choice character for everyone, 
    beginner to advanced levels.
    Temjin 10/80
    Temjin 10/80 is a throwback character from “Virtual On: Cyber 
    Troopers”.  Essentially, he’s Temjin with no air or Watari dashing 
    abilities.  Still, he has good weaponry including the ability to fire 
    his Right Turbo Right Weapon attack repeatedly (unlike normal Temjin).  
    A decent character for all levels limited only by the lack of 
    5. Special Thanks
    Special thanks are in order to MentholMoose, a VO veteran, for his input on 
    the guide. He maintains one of the few US-based VOOT fansites at 
    www.oratan.com with a friendly community – those interested in furthering 
    their “academics in VOOT” are encouraged to visit the site and don’t act 
    like an ass.
    Thanks to GSaturnZ for all the times of beating me down in the he-day of 
    Dreamcast VOOT, as well as making me aware of the value of selective firing 
    with Apharmd-B.
    Special thanks to all players at SHGL learning center for my VOOT experience 
    back in the arcade days.
    For corrections, suggestions, or random VOOT offerings, email me at 
    See you online!  Happy VOOTing!

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