Quick directional change in sport (cutting) has high potential for injury. Cutting mechanics can be analysed to inform injury risk and return to sport. However, during research and rehabilitation, laboratory and clinical settings can make it difficult to assess cutting as these environments are not representative of real sporting scenarios. As a solution, virtual reality (VR) has been used to replicate sporting scenarios in a realistic way that can be standardised. The use of VR to improve the ecological validity of cutting analysis has been evolving for a number of years. The current research group designed and developed a VR environment that emulates the physical world and allows unanticipated-cutting manoeuvres to be analysed with: 1) VR arrows as a cue for cutting direction, and 2) a VR avatar-opponent blocking manoeuvre as a cue for cutting direction. The VR environment is highly realistic, avatar approach is instigated by the movement of the headset user, and simple input alters the avatar’s movements and spatiotemporal demands of the cutting task. When implemented, this lab protocol assesses the effects of the different visual cutting cues on cutting mechanics. The lab protocol highlights how the testing protocol methodology is novel and addresses difficulties that have previously arisen when integrating VR technology with biomechanical equipment in cutting assessment. It explains how to access and implement the VR application alongside a motion capture system, as well as how to account for safety and feasibility when the participant’s vision of the physical world is restricted. It also provides a protocol that can be used when collecting kinematic and kinetic data with participants. The step-by-step protocol provides an outline on how to implement the study proposed, and given the growing interest in improving ecological validity in laboratory-based biomechanical assessments, it can be used as reference in future research.