Gyeong is a unique Cop character with a great corner game and good neutral. However, he is held back a lot by this game's system mechanics
Playstyle
Gyeong is an unconventional rushdown character that excels in the corner, despite being cursed by system mechanics
Strengths
Weaknesses
Surprisingly Good Neutral: Gyeong's pistol is a worse version of Si'u's, which is still very good. On top of that, his AAC is an excellent screen control tool.
Good Offense: Gyeong's offense is surprisingly good, despite his utter lack of okizeme. It's also extremely unique compared to what this game has to offer.
Good Anti-Airs: Gyeong's 5D compliments his fireball well enough. It's also unusually rewarding on hit.
Great Corner Game: Gyeong's corner game is, surprisingly, one of the best in the game. Most characters will have a tough time contesting it.
Weak Midscreen Game: Gyeong's offense only becomes real once in the corner. Midscreen, the opponent can just disengage and return to neutral.
Victim of Circumstances: Gyeong can't abuse Verdict Guilty's system mechanics as well as most characters.
Bad Defense: Gyeong's only BC option is to whiff his AA. This somewhat limits his punishes on block.
Low Practical Damage: Gyeong's most damaging combos are very situational and generally requires a niche starter. Most of the time, his damage will be lower than average.
Can't Knock Down: Gyeong's most reliable knockdown outside of air hits is his 46A, which is limited by ammo. AAC can be useful, but it'll whiff most of the time.
Move List
Normal Attacks
5A
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
60
Mid
2
7
1
-
+1
-
Total: 9
Not much shorter than 5C. It comes with the additional benefit of being plus, and confirming into Gyeong's AAC combo.
5B
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
60
Mid
3
7
2
-
+0
-
Total: 11
Gyeong's only standing normal that hits crouching. Mostly useful at close range during scrambles, although 2K also does the job quite well.
5C
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Mid
3
8
3
-
-2
-
Total: 13
Longer ranged poke than 5A.
5D
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Mid
3
9
3
-
-2
-
Total: 14
Great, quick anti air option. It's safer than Uppercut.
AA
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Mid
1
4
0
-
+14
-
Total: 4
Gyeong's only real BC option. Since it whiffs on crouchers, don't expect to punish much moves with this. Besides BCs, AA is only used to go into AAC
AAC
Get used to this sprite, you'll see it a lot
Get used to this sprite, you'll see it a lot
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
160
Mid
5
15
4
Launch
-10 ~ +5
-
Total: 23
By far Gyeong's best move. While it whiffs on crouchers, it is completely invincible starting the first active frame. While it doesn't iframe through projectiles, these can be block OS'd or CS'd. This lets him control the midrange with relative ease. It can also be used as an approach tool, thanks to the aforementioned properties. In offense, its uses are somewhat limited, but it's still useful in the corner.
Startup is not invincible
AAC can be used in combos by kara cancelling it into another move
c.P
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
60
Mid
2
6
0
-
+8
-
Total: 7
Universal unexploitable plus frames.
c.K
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
60
Mid
2
7
0
-
+2
-
Total: 8
Decently plus, could tick throw if you catch them blocking high.
2P
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Low
3
8
3
-
+3
-
Total: 13
Almost interchangeable with 2K, if not maybe worse due to slightly inferior range.
2K
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
Low
3
8
3
-
+3
-
Total: 13
Gyeong's furthest reaching normal, and thus his main poke. At max range, this move can't combo, unless Gyeong uses kara AAC.
j.P
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
High
1
8
2
-
~
-
Total: 10
Insanely fast. Irresponsibly so.
Stubbier than j.K by a long shot but great for covering a backwards jump to escape pressure.
j.K
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
80
High
3
12
4
-
-~
-
Total: 18
Gyeong's jump-in, and an important part of his offense.
Special Attacks
Pistol Keyboard: 46C Pad: 214C
gadouken
gadouken
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
200
Mid
7
-
Total 28
Launch
-12
1
Total: 27
The standard fireball. Be wary as it can be crouched under but this can be used to force them to crouch, stand block, or jump over it. If they crouch, go for a jump in, if they stand block, grab, if they jump in, anti air with 5D or Uppercut.
Frame advantage assumes point blank
Pistol Low Keyboard: 46A Pad: 214A
This is also the only special move that hits crouchers, of course.
This is also the only special move that hits crouchers, of course.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
200
Low
7
-
Total 28
Launch
-12
1
Total: 27
Gyeong's only way of scoring a knockdown. Useful in neutral and combos.
Frame advantage assumes point blank
Torpedo Attack 66K
You're going to look very dumb if this whiffs.
You're going to look very dumb if this whiffs.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
240
Mid
9
15
7
Launch
-14 ~ +1
-
Total: 30
An almost fullscreen dashing punch that whiffs on crouching.
Can be made safe or even plus if spaced and hit meaty.
Incredibly active and beats out a lot of buttons if not timed correctly. Combining this with a Pistol Low is a fine way to get in.
D version goes a shorter distance and travels slower.
Uppercut Keyboard: 44D Pad: 214D
Slightly less upper body invincible than you would like.
Slightly less upper body invincible than you would like.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
240
Mid
6
15
4
Launch
-11 ~ +4
-
Total: 24
Fully invincible above the chest just about. Most bullets are low enough to still hit you but you can uppercut through a High Acid or Si'u's Pigeon.
Knocks down on hit.
Just like Torpedo Attack, it's a dashing punch, though it travels slower and goes not as far. If you MUST use it on Block, you can space to make it safer.
Can't be used by player 2 if they're using a controller
Universal Moves
Grab
Gyeong's best starter
Gyeong's best starter
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Ammo
140
-
2
13
0
Launch
-
-
Total: 14
Standard Cop throw. Applies handcuffs on contact
Does 120 damage against an already cuffed opponent
Strategy
General Gameplan
Gyeong is a weird character. Despite the low damage, he actually benefits a lot from cornering his opponents, compared to most characters. Here, he can run a surprisingly good offense that is hard to contest for most characters. His objective is thus to corner his opponents before getting in and run a looping RPS until death.
While kind of flawed and requiring lots of efforts (especially compared to the rest of the cast), Gyeong can still be pretty good in the good hands, provided he finds occasions to run his offense.
Neutral
Gyeong's neutral is surprisingly good, and has an option for most ranges.
At long range, Gyeong mostly relies on 46A in order to try and force approaches. If they jump, great! Hit them with either 5D or 5A and do a damaging combo! If they block it, take that chance to gain some space by either walking or pressing AAC.
In the mid range, Gyeong's best moves are 2K and, once again, AAC.
Close range is kind of complicated, since Gyeong is mostly there during offense. When not in offense, Gyeong's only options are his 2K, 5B and BCs. Try to not get in that range.
Defense
Gyeong's defense is probably the worst in the game. His only real BC option is AA, which will whiff on crouchers and limits the moves he can punish. Other than that, he can only rely on 46A, which is of course limited by his ammo count.
Offense/Okizeme
Gyeong's offense is very unique for Verdict Guilty, as it does not happen during okizeme.
Everything starts when Gyeong gets a hit. Once he does, he will hitconfirm into AAC, which will whiff. Thankfully for Gyeong, AAC can't be punished on whiff or block. If AAC somehow hits, just walk up and start over by hitting them.
If AAC whiffs, Gyeong has 2 options:
neutral jump and do IOH j.K
jump back and do IOH j.K
While IOHs are usually very bad, Gyeong can cancel them by buffering a special move. This lets him essentially chain around 5 IOHs in a single jump. However, the objective is not for them to get hit, but to block the j.Ks. This is because j.K has way more pushback on hit than on block, and with enough j.Ks, you'll actually do more damage on block than on hit. This is where your jump arc matters:
neutral jump is better in the corner. Only do it if you think the opponent will block standing. At further ranges, jumping forward is better, but Gyeong will most likely be crossing the opponent up
jump back is the safer option. Use this most of the time
Do note that all of these options are BC-safe for the most part
When landing, Gyeong's best option is to buffer AAC in order to protect himself and cover any approach (or escape) attempt. From there, Gyeong can cover most jump-ins and approach options. If he was in the corner (and neutral jumped), he can jump again and replay the situation. In midscreen, Gyeong can't do much against opponents running away from his offense, so his best course of action is to go back to neutral.
Matchups
Gun
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Gyeong (mirror)
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Hyuk
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Jae
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Minso
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Reese
Reese is the only character in the game who can reliably counter Gyeong's corner game, thanks to 66C being the most reliable answer to it in the game.
Gyeong's worst MU
Si'u
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Yohan
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Combos
Midscreen
2K > AAC (whiff) > 46A (280 damage)
Poke combo. AAC has to be cancelled on whiff
2K > AAC (hit), dl.2P, 2K > 46A (600 damage)
AAC should never connect mid-combo, but here's a route just in case it does connect. 2P should hit as a late OTG.
2P, 2K > 46A (360 damage)
Close range combo. While it's possible to start AAC shenanigans instead of going straight into 46A, this route guarantees damage
Throw > AA, walk [2K]*n > AAC (whiff), 2K > 46A (720 to 800 damage)
For the (very) rare occasion Gyeong lands a throw. Can connect up to three 2Ks in a row.
Throw > AA, walk [2K]*n > AAC (hit) > dl.46A, (2K) (800 to 880 damage)
Alternative route, in case AAC connects somehow. This should theoretically never happens, but it's still good to know what to do when it does happen.
Corner
2K, 2K > 46A (320 damage)
Corner BnB.
Anti-Air
5D > AAC > 46A (520 damage)
Gyeong's second shot at landing good damage is to land an air hit with 5D. While this won't happen often, Gyeong can "force" jumps with his gunshots.
5A > Throw
Throw confirm. There's very little chance this will ever land but hey, damage is still damage!