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Potemkin

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Guilty Gear/Potemkin
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"Mature Content"
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these.



Potemkin is a recurring character in the Guilty Gear series. Once enslaved within the Zepp Armed Air Empire, he later supported the democratic revolution that transformed the nation. Following these events, he now serves as a member of Zepp’s elite presidential guard, operating under the direct command of President Gabriel.

Potemkin

With the change of his country's government and his own freedom, both Potemkin and his government enjoyed a sense of peace. Then, one day President Gabriel, his former mentor, sent him a secret order. His command was to take the Gear which had the bounty on it back to Zepp, away from the bounty hunters. However, before he made contact that Gear had already found her own place. Potemkin imitated Gabriel's stoicism on the matter.

Potemkin is a soldier from the Independent Airborne State of Zepp. He's a proud man with a loyal heart. His stature makes him come off as intimidating, but he's a gentle man who loves nature. He values duty above all, and while he can tolerate his own pain, he cannot bear to see others hurt. He faces adversity head-on. He refuses to be used as a tool to hurt others for evil.

Origin
Origin Guilty Gear (1998)
Creator Daisuke Ishiwatari
First Appearance Guilty Gear (1998)
Voiced by Hideyuki Anbe (JP), Takashi Kondō (JP), Kirk Thornton (EN), Armen Taylor (EN)
Characteristics
Species Human
Gender Male
Pronouns He/Him
Sexuality Unknown
Age Unknown
Birthday October 18
Height 8'6"
Weight 1446 lbs
Ethnicity Zepp
Status Alive
Alignment Neutral Good
Archetype Power House
Occupation Soldier
Time Period 22nd Century
Language Common Language
Homeworld Earth
Relationships
Affiliations Gabriel, Independent Airborne State of Zepp, Ky Kiske
Enemies Former superiors, Testament, Justice

Background

This dropdown contains the synopsis of Potemkin's story. Read at your own risk as you may be spoiled otherwise!

Background
Potemkin was born in Zepp, a militarized nation established near the end of the Crusades. As one of many enslaved soldiers, he was identified only by his barcode number, Code 4595605381. Like the others, he was forced to wear an anti-desertion bomb collar capable of detonating at any time, living under constant fear of death. Due to his genetic mutation, however, Potemkin was considered a unique and valuable asset.

One day, a superior officer declared that Zepp had finally found a purpose for his immense strength. Potemkin was ordered to participate in the Second Holy Order Selection Tournament and, if victorious, to request new territory for Zepp to expand into. Believing this to be a peaceful alternative to invasion, Potemkin accepted the mission.

Guilty Gear
The tournament was ultimately revealed to be a ruse orchestrated by Testament to free Justice from her dimensional prison. After Justice’s defeat by Sol Badguy, Potemkin, worn out from the battle, was approached by Sergeant Gabriel. Gabriel explained that the tournament had been a final test and expressed his hatred toward Zepp’s corrupt leadership. He invited Potemkin to join a revolution to build a democratic and peaceful nation. Though initially furious, Potemkin was swayed by Gabriel’s sincerity and agreed to join him, removing his slave collar after being assured it would not detonate.

Guilty Gear X
Now serving under President Gabriel, Potemkin continues to wear his collar as a symbol of his past. He is sent to confront Dizzy, though his mission’s true purpose is to rescue her and bring her safely to Zepp. In one version of events, Johnny intervenes, and both men agree to fake Dizzy’s death so she can safely depart with Johnny and May. In another, Potemkin successfully escorts her to Zepp, where she lives peacefully and assists him in his artistic pursuits. Later installments confirm that the latter outcome does not align with the main continuity.

Guilty Gear XX
Following a tip from Slayer, Potemkin searches for Dizzy after she is knocked off the Mayship by I-No, becoming involved with the Post-War Administration Bureau’s affairs. In one outcome, he argues with Johnny over whether Dizzy should return to the Mayship or accompany him to Zepp. In another, Potemkin is mistaken for a rival bounty hunter by Bridget, leading to a confrontation. After the misunderstanding is resolved, the two become friends, and Potemkin recruits Bridget into the Zepp military as a combat instructor, even becoming his first student. A third ending shows Potemkin battling an army of Robo-Ky units employed by the Bureau.

In Guilty Gear XX Λ Core Plus, subsequent continuity renders his endings non-canonical. In Path 1, Potemkin faces Chipp Zanuff and, if victorious using his Instant Kill technique, convinces Chipp to join Gabriel’s presidential guard. In Path 2, Potemkin investigates the Post-War Administration Bureau, perceiving it as a threat to Zepp. He dismantles several Robo-Ky and Justice clone units before returning home. In retaliation, Bureau operatives deploy a suicide bomb Robo-Ky to assassinate Gabriel. Potemkin shields his commander from the explosion, sacrificing himself. He is later honored as a hero, immortalized with a statue in Zepp’s city square.

Guilty Gear Xrd
In 2187, Potemkin and President Gabriel assess Ramlethal Valentine’s emergence, debating whether to align with the United Nations before engaging in direct conflict. Potemkin is sent to investigate and encounters Bedman, whose goal is to delay him. Though Potemkin defeats Bedman, he becomes trapped in Bedman’s dream world for three days. Upon awakening, he confronts Ramlethal, defeats her, and witnesses the activation of the Cradle, lamenting his inability to intervene.

During Story Mode, Potemkin briefly appears interrogating Bedman in Zepp’s holding cells, though the effort proves futile as Bedman remains asleep before escaping. The following week, Potemkin is tasked with investigating the Conclave’s abandoned base at the Opera House. Sensing his subordinate’s waning resolve, Gabriel advises him to reaffirm his sense of purpose. Potemkin faces an inner trial, regaining confidence in his strength and identity.

At the Opera House, he encounters Ky Kiske, surprised that the Illyrian king has come alone. Ky requests testimony from Zepp’s scientists regarding the Opus and seeks the nation’s cooperation. Potemkin challenges him to battle, desiring clarity about his own limits. After their fight, Potemkin admits to questioning his strength following his encounter with Bedman, while Ky reassures him that doubt is part of progress. The two leaders reach an understanding and agree to stand united as symbols of hope, later joining Chipp Zanuff to discuss the nature of the Universal Will.

In Story Mode’s final events, Potemkin participates in the defense of the Illyrian capital, working alongside Chipp to clear a path for Faust, whose serum prevents the antimatter Gears from detonating. The conflict concludes when Ariels is defeated and Justice is merged with Jack-O’ Valentine, ending the immediate threat to the world.

Guilty Gear -Strive-
During the invasion of the White House by Happy Chaos, who activates its aerial *Tir na nOg* mode, President Gabriel contacts Potemkin to assist Sol Badguy, Vernon, Asuka, and Giovanna. Meanwhile, Daryl negotiates with Chaos to ensure the release of the world’s leaders, excluding Vernon, from the now battle-ridden White House area. Upon arrival, Potemkin helps stabilize the structure, preventing it from crashing into Old Mexico, while Sol, Vernon, and Asuka manage to drive Chaos off the airship.

After Sol is restored to his human form, Frederick, through Asuka’s intervention, Potemkin patrols the upper levels of the airborne White House. When an injured Giovanna arrives, the group realizes too late that the "Chaos" they confronted earlier was actually an officer named Stryper in disguise. The real Happy Chaos, having assumed the identity of agent Udos, remains inside the White House. He reveals that the Tome of Origin has been merging with Asuka and uses its power to fuse himself with I-No, summoning her to the White House in a new, godlike form. Ignoring Asuka’s warning not to engage, Potemkin, Giovanna, and Frederick attempt to fight but are swiftly defeated. Frederick later recovers with aid from Vernon and Nagoriyuki, joining Ky, Axl, Asuka, and Jack-O’ in the battle against I-No.

In the aftermath, Gabriel commends Potemkin for successfully fulfilling his mission.

Appearance

General Description: Potemkin is a tall, heavily built man with tan skin and a highly muscular physique, standing as one of the largest characters in the series. He has brown hair usually tied into a bun or ponytail, and his eyes are typically shown as pure white without pupils. A black barcode tattoo is visible on his left shoulder.

Facial Features: He has a broad, strong face with a stern expression that reflects his disciplined background. His white eyes give him an intense and almost mechanical presence.

Clothing/Outfit: In his classic design, Potemkin appears shirtless, wearing blue jeans, red-toed brown boots, and a massive red collar — originally a slave collar designed to explode if removed, later kept as a memento and power limiter. His gloves are black and fingerless, reinforced with red metal plating and cuffs.

Special Features: Potemkin’s later design from Xrd onward depicts him in a green, form-fitting military uniform with grey, spiked shoulder pads and a large, metal helmet with an orange decorative ponytail. His gauntlets are fully mechanical, covering his entire hands and arms, emphasizing his immense strength and military origin.

Alternate Forms/Disguises: Potemkin has no known alternate forms, though his appearance has evolved significantly across the series, reflecting his transition from a slave soldier to a disciplined representative of Zepp’s military.

Personality

  • Temperament: Despite his imposing size, Potemkin is calm, thoughtful, and gentle, preferring peace over violence. He fights only when necessary and often out of duty or protection for others rather than personal desire.
  • Empathy: He has a high tolerance for his own suffering but cannot stand to see others in pain, reflecting his compassionate and selfless nature.
  • Pride and Honor: Potemkin carries himself with dignity and honesty, valuing tradition, formality, and integrity above all else. He despises shallow behavior and unreasonable demands, believing deeply in respect and ceremony.
  • Discipline: A product of military structure, Potemkin shows great restraint and composure even under pressure or when faced with hostility. His speech and manners remain polite and refined, emphasizing his disciplined character.
  • Personal Interests: Outside of combat, he enjoys peaceful hobbies like painting and appreciating nature, showing his introspective and artistic side.
  • Convictions: His experiences with corruption have shaped his worldview, leading him to distrust those who serve without confronting injustice, such as his early opinion of Ky Kiske’s work within the police.
  • Loyalty: Potemkin is steadfastly devoted to his comrades and his nation of Zepp, taking pride in his responsibilities and always striving to uphold his moral principles.

Goals

  • Free himself of slavery without killing (Succeeded).
  • Protect the nation of Zepp (Ongoing).

General Information

Name: Potemkin[1]

Other Names: Code 4595605381[2]

Origin: Guilty Gear (1998)

Overall Series: Guilty Gear

First Appearance: Guilty Gear (1998)

Company: Arc System Works

Creator: Daisuke Ishiwatari

Actor

  • Japanese Voice Actor: Hideyuki Anbe (Guilty Gear), Takashi Kondō (Guilty Gear X, Guilty Gear XX, Guilty Gear Xrd: -SIGN-, Guilty Gear Xrd: -REVELATOR-, Guilty Gear Strive)
  • English Voice Actor: Kirk Thornton (Guilty Gear Xrd: -SIGN-), Armen Taylor (Guilty Gear Strive)

Gender: Male

Sexuality: Unknown

Pronouns: He/Him

Handedness: Ambidextrous

Age: Unknown

Eye Color: White[3]

Blood Type: O[4]

Birthday: October 18th[5]

Time Period: 22nd Century[6]:

Timeline: Main Timeline

Homeworld: Earth

Residence: Zepp[11]/Independent Airborne State of Zepp[12]

Story Role: Fighter, Playable Fighter

Legacy: Country-wide Legacy (Potemkin became famous across Zepp for being the former slave soldier that brought the once militaristic nation under peaceful rule[13])

Influence: Event Influence (Potemkin brought the once militaristic nation of Zepp under peaceful rule[14])

Language: Common Language

Ethnicity: Zepp (A country with some Russian and Indian implications)

Religion: N/A

Classification: Slave Soldier(Formerly), Hero of Zepp[15]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Soldier

Ranking: Independent Airborne State of Zepp Soldier

Affiliations: Gabriel, Independent Airborne State of Zepp, Ky Kiske

Enemies: Superior when he was a slave, Testament, Justice

Height: 8'6"[16]

Weight: 1446 lbs[17]

Status: 'Alive

Alignment: Neutral Good (Potemkin refuses to use his fists to kill[18]. Potemkin brought the once militaristic nation of Zepp under peaceful rule[19], he is attempting to find the Gear that the bounty hunters are pursuing and bringing it back safely to Zepp[20]. Protected a child from being attacked by a gear[21])

Protection Level: Global Protector (Serves the Independent Airborne State of Zepp as a soldier defending its country and the world from threats)

Potential

  • Type of Potential: Growth Potential
  • Level of Potential: Transcendent Potential
  • Description: Humans in Guilty Gear have been noted by the likes of Happy Chaos to experience immense growth and potential.
  • Limitations: The potential is limted to how much they're willing to put in.

Archetypal Tiering: Power House

Codex Statistics

Grade: S

Tier: 8-B, Far Higher through Magic of the Backyard

Cardinality: Finite

Dimensionality: 3-D

Power Source: Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[22]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[23]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[24])

Attack Potency: City Block level (Potency) (In his arcade mode he fought against Ky Kiske[25] where Sol Badguy and Ky Kiske are considered the best of the best[26], putting them above the likes of Johnny who fought against Bedman[27], where in his fight with Slayer, caused a massive cavern across the entire terrain[28]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[29] to carry more energy than anything on this planet is capable of producing[30], however without an intermediary, this energy would destroy the planet[31]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[32], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[33], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[34], being described as an obscure world that magic users temporarily access to gain power[35]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[36])

Durability: City Block level, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[37])

Striking Strength: City Block Class (Potency), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[38], to where even a single strike or punch from them carries more energy than anything on the planet is capable of producing[39])

Lifting Strength: At least Class 1 (Should be comparable to Baiken, where Baiken's Hiiragi, allows her to throw any fighter in the game, including Potemkin[40], who weighs 1446 lbs[41]. Should be comparable to Bridget, who with her instant kill can lift the likes of Potemkin casually[42], who weighs 1446 lbs[43]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[44])

Travel Speed: Regular Human, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[45], running far faster then the fighter normally moves[46]), Far Higher through Magic of the Backyard

Attack Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[47]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[48])

Reaction Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[49]. Can avoid sword slashes from Johnny[50], where it's noted that Johnny's attacks move at the speed of light[51])

Stamina: Superhuman, Limitless Magic (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[52])

Stamina: , Limitless Magic (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[53])

Range: Extended Melee through sheer size (Potemkin is 8'0" and has amazing arm reach[54]), can send someone Planetary distances with his Instant Kill (Potemkin's instant kill has him punch the person through the other side of the planet[55]), Multiversal with Magic (The Backyard is the term used to give reason to the five element configuration[56], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[57], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[58], being described as an obscure world that magic users temporarily access to gain power[59], with it being larger then the universe[60])

Intelligence: Average Intelligence

Knowledge: At least Master level (Potemkin's own achievements during the revolution were worthy of note, earning Gabriel's trust and serves in a covert unit commanded directly by the president himself[61])


Powers and Techniques






All previous powers and abilities.


Equipment

Military Uniform

  • Description: A uniform consisting of a robot-like metal helmet and technologically advanced gauntlets.
  • Appearance: It is a green body-tight military uniform with grey spiked shoulder pads, with a robot-like metal helmet that dons a decorative orange ponytail. His gaunltets are technologically advanced and cover his hands.
  • Usage: Allows for more powerful attacks as he can use the rockets fitted within the out for long drops and flight.
  • Function: Serves as his primary uniform for combat purposes.

Notable Techniques


Gatling Combo System

Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.

Charge Attack

Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.

Instant Kill System

Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.

Chaos Moves

Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.

Dash / Back-Dash / Air Dash

Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.

High Jump

A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.

Knockdown Evasion

When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.

Double Jump

A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.

Throws

Fighters can grab opponents to throw them, being able to throw them either forward or backwards.

Mid-Air Turn

Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.

Aerial Combos

Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.

Dead-Angle Attack

When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.

Perfect Guard

Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.


Faultess Defense

Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.

Roman Cancel

While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.

Jump Cancel

There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.

Recovery Direction

When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.

Instant Kill Technique

As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.

Guard

Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.

Two-Level Jumps

Fighters can jump again while in the air.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.

High Jump

Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.

Forward Thrust Attack

With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.

Dust Attack

By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.

Sweep

Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.

Tension Gauge

The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.

Recovery

When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.



Psych Burst

Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.

Two-Level Jumps

Lets the fighter jump again while in the air.

High Jump

Press down then up on the directional buttons quickly to jump higher then a usual jump.

Forward Thrust Attack

With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.

The Tension Gauge must be at 50% or above for this move.

Dust Attack

By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.

Sweep

Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.

Recovery

When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.

Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.

During a Dash or Backstep, the fighter can not use a throw move.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.

Instant Kill

As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.

Faultless Defense

Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.

While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.

Jump Cancel

There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.

Roman Cancel

While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.

Recovery Direction

When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.

Slip

Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.


Two-Level Jumps

The fighter can jump again while in mid-air.

High Jump

The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.

Forward Thrust Attack

Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.

Psych Burst

The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.

Dust Attack

A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.

Sweep

The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.

Recovery

The fighter can regain balance when knocked down by pressing any attack button in midair.

Throws

The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.

Throw Escape

The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.

Gatling Combos

The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.

Force Break

It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.

Overdrive Attacks

These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.

Instant Kills

As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.

Faultless Defense

While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.

Jump Cancel

The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.

Counter Hit

By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.

Recovery Direction

Press any directional button while recovering to move towards that direction as the fighter recovers.

Staggering

Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.

Instant Block

Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.

Slash Back

Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.

If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.

Roman Cancel

While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.

Force Roman Cancel

Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.


Free Mode & Lock-on Mode

Free Mode

It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.

Lock-On Mode

Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.

Aerial Dash

During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.

Step

Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.

Blast Drive

Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.

Drift

During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.

Auto Guard

If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.

Modern Cancel

A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.

Cyclone Blast

It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.

Short Dash

While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.

Power Attack

The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.

Avoid Knockdown and Falling Techniques

When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.

By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.

Super Backstep

Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.

Homing Jump

Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.


Guilty Gear

Type Name Command
Normal Fierce Strike → + Punch
Special Potemkin Buster →↓→↓↓←←→ + Punch (near)
Special Nitro Hook ←↓←↓↓→→ + Punch
Special Mega Fist (Forward) ↓↓→→ + Punch
Special Mega Fist (Backward) ↓↓←← + Punch
Special Graviton Stamp →↓↓→ + Punch
Special Graviton Stamp Charge Attack Hold →↓↓→ + Respect (up to 3 levels)
Special Slam → + Kick (near)
Overdrive Gigantic Piston →↓→↓↓←←→ + Heavy Slash
Instant Kill Nuclear Hammer IK Mode → ↓↓→→ + Punch/Kick/Slash/Heavy Slash

Guilty Gear X / X Plus

Type Name Command
Special Mega Fist I ↓↓→→ + Punch
Special Mega Fist II ↓↓←← + Punch
Special Sliding Head ↓↓→→ + Slash
Special Hammer Fall Hold ←, → + Heavy Slash
Special Potemkin Buster →↓→↓↓←←→ + Punch (near)
Special Heat Knuckle →↓↓→ + Heavy Slash
Special → Follow-up Heat Extend →↓→↓↓←← + Heavy Slash (during Heat Knuckle)
Overdrive Giganter →↓→↓↓←←→ + Heavy Slash
Overdrive → Follow-up Gigantic Bullet ←↓←↓↓→→ ←↓←↓↓→→ + Punch (during Giganter)
Overdrive Heavenly Potemkin Buster ↓↓→→↓↓→→ + Slash
Instant Kill Magnum Opera IK Mode → ↓↓→→↓↓→→ + Heavy Slash

Guilty Gear XX Series

Type Name Command (Normal) Command (EX)
Special Mega Fist (Forward) ↓↓→→ + Punch Same
Special Mega Fist (Backward) ↓↓←← + Punch Same
Special Slide Head ↓↓→→ + Slash Same
Special Hammer Fall Hold ←, → + Heavy Slash Same
Special → Cancel Hammer Fall Break Punch (during Hammer Fall) Same
Special F.D.B. →↓→↓↓←← + Slash Same
Special Potemkin Buster →↓→↓↓←←→ + Punch (near) Same
Special Heat Knuckle →↓↓→ + Heavy Slash →↓↓→ + Slash/Heavy Slash
Special Nitro Hook →↓→↓↓←←→ + Kick
Special Heat Extend →↓→↓↓←← + Heavy Slash ←↓←↓↓→→ + Heavy Slash (during Nitro Hook)
Special (Slash only) Judge Gauntlet →↓→↓↓←← + Heavy Slash → Punch
Special (EX) Unbreakable Spirit ↓↓←← + Kick (hold)
Special (EX) US Follow-ups Punch/Slash/Heavy Slash (during Unbreakable Spirit)
Force Break Judge Gauntlet →↓→↓↓←← + Dust → Punch
Force Break Aerial Potemkin Buster →↓→↓↓←←→ + Dust (air) Same
Overdrive Giganter →↓→↓↓←←→ + Heavy Slash ↓↓←←↓↓←← + Slash
Overdrive Gigantic Bullet →↓→↓↓←←→↓→↓↓←← + Punch →↓→↓↓←←→ + Heavy Slash (air OK)
Overdrive Heavenly Potemkin Buster ↓↓→→↓↓→→ + Slash ↓↓←←↓↓←← + Slash (during Heat Extend)
Instant Kill Magnum Opera IK Mode → ↓↓→→↓↓→→ + Heavy Slash Same

Guilty Gear Xrd

Type Name Command
Special Heat Knuckle →↓↓→ + Heavy Slash
Special → Follow-up Heat Extend →↓→↓↓←← + Heavy Slash
Special Mega Fist Forward ↓↓→→ + Punch
Special Mega Fist Back ↓↓←← + Punch
Special Slide Head ↓↓→→ + Slash
Special Hammer Fall Hold ←, → + Heavy Slash
Special → Cancel Hammer Fall Break Punch (during Hammer Fall)
Special F.D.B. →↓→↓↓←← + Slash
Special Potemkin Buster →↓→↓↓←←→ + Punch (near)
Special Thisula ↓↓←← + Kick
Special I.C.P.M. ←↓←↓↓→→ + Heavy Slash (air)
Overdrive Heavenly Potemkin Buster ↓↓→→↓↓→→ + Slash/Dust
Overdrive Giganter EX →↓→↓↓←←→ + Heavy Slash
Overdrive → Follow-up Gigantic Blid EX ←↓←↓↓→→ ←↓←↓↓→→ + Punch (during Giganter EX)
Instant Kill Infernal Tour IK Mode → ↓↓→→↓↓→→ + Heavy Slash

Guilty Gear -Strive-

Type Name Command
Normal → + Punch
→ + Kick
→ + Heavy Slash
Special Potemkin Buster →↓→↓↓←←→ + Punch
Special Heat Knuckle →↓↓→ + Heavy Slash
Special Heat Tackle →↓↓→ + Kick
Special Mega Fist (Forward) ↓↓→→ + Punch
Special Mega Fist (Backward) ↓↓←← + Punch
Special Slide Head ↓↓→→ + Slash
Special Hammer Fall Hold ←, → + Heavy Slash
Special → Cancel Hammer Fall Break Punch (during Hammer Fall)
Special F.D.B. ↓↓←← + Kick (hold OK)
Special Garuda Impact ↓↓←← + Heavy Slash
Overdrive Heavenly Potemkin Buster →↓→↓↓←←→ + Slash
Overdrive Gaiganter Kai →↓→↓↓←←→ + Heavy Slash

Other

Standard Tactics: Potemkin goes for various hard punches.

Weaknesses

Explanations

The Backyard

When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[144]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[145]. The Backyard is the term used to give reason to the five element configuration[146], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[147]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[148], being described as an obscure world that magic users temporarily access to gain power[149]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[150], being larger then the universe[151]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[152]. The Backyard can be explained as a book or library that has the theory of the world written on it[153]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[154], allowing people to use magic that disproves the fundamentals of magic[155]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[156]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[157]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[158]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[159]. The Backyard is a space connected by people's dreams[160]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[161]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[162]. The Backyard has no effect on any non-living matter[163]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[164]. Noting that it is a dangerous place that could literally cause the world to break[165].

Gameplay

Potemkin is a grappler who uses throws and command grabs as core tools, but relies on short blockstrings and approaching moves to control pressure and punish opponents. He has very high defense and stun resistance, with slow movement that makes closing gaps difficult. When close, he can deal massive damage with Potemkin Buster or Heavenly Potemkin Buster, and has long-range normals for additional options.

General Playsytle

  • Playstyle: A grappler who uses short blockstrings and approaching moves to overwhelm opponents; throws and command grabs are key offensive tools.
  • Strengths: High damage potential, strong command throws (Potemkin Buster), high defense and stun resistance, long-range normals.
  • Weaknesses: Extremely slow movement, no running dash, reliant on getting close to opponents to maximize damage.
  • Signature Mechanic: Potemkin Buster and Heavenly Potemkin Buster for high-damage punishes.
  • Ideal Range: Close range to maximize throw and command throw effectiveness; mid-range for punishing with normals.
  • Recommended Playstyle: Close the distance with Hammerfall, Mega Fist, F.D.B., or Slide Head; use blockstrings to pressure and create openings for command throws and Overdrives.

Profiles

Guilty Gear

Profiles
Potemkin
What I do, I do for my comrades...

Zepp, the "Armed Air Empire," was a military state established toward the end of the Crusades, the entirety of which was enclosed aboard a gigantic airship. The military force of Zepp, composed wholly of slave soldiers wearing anti-desertion bomb collars around their necks, was unsurpassed... the fear of collars exploding at any given moment was motivation enough to fight. Potemkin was one of these men.

"Code 4595605381, Potemkin. We've finally found a use for you and your ridicolous body..."

"I refuse. These fists of mine were not made to kill."

"Hmmph... fine. Your orders are as follows: Enter this tournament, and win. You will then wish for suitable territory for us to expand our Empire into. Do you think you can win without shedding blood...?"

"Damn you...! ...Fine, I'll do it. Gaining territory peacefully is better than an invasion that would result in countless casualities on both sides..."

"Just don't get any stupid ideas down there... we wouldn't want to strain that tiny brainn of yours..."

Original Translation on left. Guilty Gear

Guilty Gear X

Potemkin

Height: 245 CM
Weight: 656 KG
Blood Type: O
Eye Color: White
Birthday: October 18
Origin: Zepp, the Country of Scientific Civilization
Hobby: Drawing pictures

Potemkin hails from Zepp, a massive airborne nation that maintains a society based on science and technology. A former slave soldier who brought this once militaristic nation under peaceful rule, the now-famous Potemkin has just received direct orders from the President. His top-secret mission? Find the Gear that bounty hunters are pursuing and bring it back safely to Zepp.

Original Translation on left. Guilty Gear X

Guilty Gear XX

Original Translation on left. Guilty Gear XX

Guilty Gear Xrd Artbook

Potemkin

Profile

  • Height: 8'6"
  • Blood-Type: O
  • Weight: 2,672 lbs
  • Origin: Independent Airborne State of Zepp
  • DOB: October 18
  • Hobbies: Drawing
  • Values: A pencil box that won't break, even when stepped on by a dragon
  • Dislikes: Pencils that cannot withstand 4 tons of pressure

Potemkin is proud, and has an honest heart. He has a kind, gentle character, and great love for nature. He places the utmost importance on ceremony, and loathes superficial behavior or unreasonable demands. Because of this personality trait, he is able to meet pressureand adverisity head on. While Potemkin can withstand pain, he cannot bear to witness the pain of others.


Translation not obtainable. Guilty Gear Xrd Artbook

Guilty Gear -Strive-

It's game over once you are in his grasp
THE MOVING FORTRESS

He is a soldier from the Independent Airborne State of Zepp.

He's a proud man with a loyal heart. His stature makes him come off as intimidating, but he's a gentle man who loves nature. He values duty above all, and while he can tolerate his own pain, he cannot bear to see others hurt. He faces adversity head-on. He refuses to be used as a tool to hurt others for evil.

Original on the left. Guilty Gear -Strive-

Trivia

  • Potemkin's hobbies involve sketching[166].
  • His favorite thing is indestructible pencil cases[167].
  • Potemkin likes a pencil box that won't break, even when stepped on by a dragon[168].
  • He dislikes pencils that snap under four tons of weight[169].
  • Potemkin has a goal that he'd stake his life on, seeking total freedom from the Zepp Empire[170].
  • Potemkin's name was inspired by the Russian battleship initially named Kniaz Potemkin Tavricheskiy, famous for a 1905 mutiny considered to be the first step for the Russian Revolution of 1917. Potemkin (Потёмкин, Potyomkin) is a Russian surname derived from "Потёмки" meaning "dusk".
  • His Hammer Fall attack may be a reference to the band HammerFall, or Queen's "Hammer To Fall".
  • His Burly Heart theme may be inspired by "Kashmir" by Led Zeppelin, "Wake Up" by Rage Against the Machine, or "Hold the Line" by Toto.
  • Potemkin's Heat Knuckle and Heat Extend may be homage to Domon Kasshu's Erupting Burning Finger and Heat End techniques from G Gundam.
  • His Gigant Bullet super is extremely similar to GaoGaiGar's Hell & Heaven finishing move.
  • The Potemkin Buster may be a reference to the Kinniku Buster from Kinnikuman.
    • It is referred to as his "48th Secret Art" (48の必殺技), a term used to describe Kinnikuman's moves.
  • When hit by Bone-Crushing Excitement, Potemkin exclaims the name of one of three painters; Van Gogh, Da Vinci, and Picasso, as an allusion to his hobby of art.
  • His Trishula move in Xrd refers to the trishula trident, a divine symbol in Hinduism and a weapon used by the god Shiva.
  • His Garuda Impact move in Strive is named after the Hindu demigod Garuda.
  • Potemkin Buster's alternate name "Submission Technique No.48" is a reference to the wrestler Kinnikuman in the anime "Ultimate Muscle", who uses a similar technique called the "Kinniku Buster".
  • "Heavenly" Potemkin buster gets its name from the band "Heavenly".
  • "Heat Knuckle" and "Extend" are references to the anime "Mobile Fighter G Gundam". In particular, Domon Kasshu's famous Super-Mode attacks, which ended with "Heat End". Potemkin reportedly shares Domon's "King of Hearts" tattoo on his fist.
  • The "Giganter" Field is a double reference to GaoGaiGar's "Protect Shade/Protect Wall" as well as Urien's "Aegis Reflector" from Street Fighter III. It gets its name from the band "Gigantor", also the name of a Super Robot.
  • The word 'Brid' in 'Gigantic Brid' is an old outdated reference to Hybrid Nuclear Power, but in more recent years refers to atomic waste. More specifically it refers to "Hybrid Fusion-Fission", a hybrid of power generation. The 'Brid' is also Cocktail made with Gin, Blue Curacao, Lemon Juice, Egg White and a Star Fruit Garnish, it's a joke about "drinking Nuclear Waste". This makes more sense if you consider the idea that Potemkin's attack is "mixing" "Hell" (Fission/Decay) and "Heaven" (Fusion/Generation) in his hands (a reference to King of Braves GaoGaiGar's Hell and Heaven Attack). In addition, it might be a subtle reference to the 1993 SNES Game "Accele Brid".
  • "Slide Head" refers to the adjustable features on a socket wrench, and might be another stealth-reference to GaoGaiGar who often uses "Gadget Tools" as part of its arsenal of weapons.
  • "Smashed Driftwood" is a possible pun on the Biblical term "Wormwood" which refers to a falling star said to corrupt the waters in Revelation, in particular, certain religious groups suggest that Wormwood is a metaphor for Nuclear Waste.
  • Much of the Nuclear based attacks Potemkin has are a very subtle suggestion that Zepp is a possible remnant of the Soviet Union / U.S.S.R. / Russia left over from the Cold War. This has yet to be proven, since Zepp's history isn't fully fleshed out yet.---F.D.B. has two possible (unconfirmed) references: 'Fight Dem Back' an anti-racist group out of Australia/New Zealand, or the Bristol Band "First Degree Burns".
  • The Band "Led Zeppelin" is where Potemkin gets most of his references. His Zepp stage even has a Zeppelin floating in it!
  • Potemkin's theme Burly Heart has subtle riffs that sound similar to Led Zeppelin's song "Kashimir", as well as Pantera's song "A New Level".
  • "Nitro Hook" gets its name from the band "Nitro".
  • "Magnum Opera" is a compound reference to Queen's Album "A Night at the Opera" and the song "Magnum Opus" by Yngwie Malmsteen.
  • Slide Head's original name "Graviton" comes from the song "Graviton" by the band Orange Goblin.
  • Potemkin's original Instant Kill "Nuclear Hammer" comes from the Japanese Death Metal Band, Outbreak of Evil.
  • "Judge Gauntlet" is a possible reference (unconfirmed) of the Dr. Who artifact "The President's Gauntlet".---"Unbreakable Spirit" is a possible reference (unconfirmed) of the 2010 Album "The Unbreakable Spirit" by the Neoclassical/Power Metal Hard Rock band Dieter Baethge.
  • His jawline in Xrd onwards is similar to that of Dix-Neuf from Top o Nerae! 2: DieBuster.
  • His fighting stance, especially animated through the spritework of X-onwards is animated to the tune of his leitmotif, Burly Heart.
  • Potemkin and Faust share the same Japanese voice actor, Takashi Kondou.
  • Faust's What Could This Be? and its Overdrive version involve Faust dropping small-sized dolls of some characters. Potemkin is one of these characters.
  • In Guilty Gear Xrd, Potemkin's throw is based on his alternate throw from the original Guilty Gear, which was performed identically to a normal throw but with k instead of hs.
  • A costume based on Potemkin's Strive design, belonging to Bruiser Khang (Mighty Kongman in Japan), appears in Tales of the Rays. It gives him access to Potemkin's attacks as artes, in which Potemkin Buster is renamed "Kongman Buster".
  • Potemkin has made a guest appearance in the game Code Shifter.
  • Pre-release articles for Guilty Gear show an initial concept for Potemkin that is very different from the final version.
    • Instead of being a slave in Zepp, he was a Russian warrior from the prestigious Hansen family.
    • His motivation for entering the tournament was that he was so strong that he could not find a worthy rival.
    • He wielded an axe called "Dreadnought".
    • He is not quite as large, at 197 cm tall and 123 kg, indicating that he didn't have his genetic mutation.
    • He was 34 years old and his blood type was B (instead of O).

Codex Statistics Questions

Q: Shouldn't they scale to the higher levels of magic naturally?

A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[171], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[172], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[173], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.

Battle Records

None.

None.

None.

References

  1. Guilty Gear (1998) Game Manual Page 13
  2. Guilty Gear (1998) Game Manual Page 13
  3. Guilty Gear (1998) Game Manual Page 14
  4. Guilty Gear (1998) Game Manual Page 14
  5. Guilty Gear (1998) Game Manual Page 14
  6. Guilty Gear (1998) Game Manual Page 2
  7. Guilty Gear Xrd Visual Book Page 2
  8. Guilty Gear Xrd Visual Book Page 2
  9. Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
  10. Guilty Gear -Strive- Chapter 1
  11. Guilt Gear X Game Manual Page 18
  12. Guilty Gear Strive GGWorld Glossary People Potemkin
  13. Guilt Gear X Game Manual Page 18
  14. Guilt Gear X Game Manual Page 18
  15. Guilt Gear X Game Manual Page 18
  16. Guilty Gear (1998) Game Manual Page 14
  17. Guilty Gear (1998) Game Manual Page 14
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  19. Guilt Gear X Game Manual Page 18
  20. Guilt Gear X Game Manual Page 18
  21. Guilty Gear Xrd -Sign- Chapter 07 Thesis B
  22. Guilty Gear (1998) Game Manual Page 2
  23. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  24. Guilty Gear 2 Overture
  25. Guilty Gear Xrd Revelator 2 Potemkin Arcade Mode
  26. ExplaMaytions with May! Episode 3 - The Crusades
  27. Guilty Gear Xrd Chapter 07 Showdown B
  28. Guilty Gear Xrd Revelator Chapter 03 Sense B
  29. Guilty Gear Xrd Sign Chapter 7 Showdown B
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  42. Guilty Gear XX Λ Core Plus Bridget Instant Kill
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  44. Guilty Gear Xrd Sign Chapter 7 Showdown B
  45. Guilty Gear 2 Overture Page 19
  46. Guilty Gear 2 Overture
  47. Guilty Gear Xrd Sign Chapter 7 Showdown B
  48. Guilty Gear Strive Sliding Roman Cancel
  49. Guilty Gear Xrd Sign Chapter 7 Showdown B
  50. Guilty Gear XX Bridget vs. Johnny
  51. Guilty Gear Xrd Revelator Zato-1 vs. Johnny
  52. Guilty Gear (1998) Story Prologue
  53. Guilty Gear (1998) Story Prologue
  54. Guilty Gear (1998) Game Manual Page 14
  55. Guilty Gear Xrd REV 2 Potemkin Instant Kill
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  76. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
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  78. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  79. Guilty Gear 2 Overture
  80. Guilty Gear 2 Overture
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  82. Guilty Gear 2 Overture
  83. Guilty Gear 2 Overture
  84. Guilty Gear 2 Overture
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  87. Guilty Gear Xrd Sign Chapter 7 Showdown B
  88. Guilty Gear Xrd Sign Chapter 7 Showdown B
  89. Guilty Gear Xrd Sign Chapter 7 Showdown B
  90. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  91. ExplaMaytions with May! Episode 1 - What is Magic?
  92. Guilty Gear 2: Overture Game Manual Pages 10-15
  93. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  94. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  95. Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
  96. Guilty Gear Xrd -Sign- Chapter 02 Struggle B
  97. Guilty Gear 2 Overture Page 18
  98. Guilty Gear 2 Overture Page 18
  99. Guilty Gear (1998) Game Manual Page 25
  100. Guilty Gear 2 Overture
  101. Guilty Gear (1998) Game Manual Page 29
  102. Guilty Gear (1998) Game Manual Page 28
  103. Guilty Gear (1998) Game Manual Page 29
  104. Guilty Gear (1998) Game Manual Page 29
  105. Guilty Gear X Game Manual Page 2
  106. Guilty Gear Strive Roman Cancel
  107. Guilty Gear Strive Sliding Roman Cancel
  108. Guilty Gear Strive Red Roman Cancel
  109. Guilty Gear Strive Blue Roman Cancel
  110. Guilty Gear Strive Purple Roman Cancel
  111. Guilty Gear Strive Yellow Roman Cancel
  112. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
  113. Guilty Gear (1998) Sol Badguy
  114. Guilty Gear XX Λ Core Plus Axl Overdrive
  115. Guilty Gear (1998) Justice Boss
  116. Guilty Gear (1998) Justice Boss
  117. Guilty Gear Xrd REV 2 Zato=1 Overdrive
  118. Guilty Gear Xrd REV 2 Zato=1 Instant Kill
  119. Guilty Gear (1998) Testament Overdrive
  120. Guilty Gear 2 Overture
  121. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  122. Guilty Gear 2 Overture
  123. Guilty Gear 2 Overture
  124. Guilty Gear 2 Overture
  125. Guilty Gear 2 Overture
  126. Guilty Gear 2 Overture
  127. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  128. Guilty Gear 2 Overture
  129. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  130. Guilty Gear Strive GGWorld Glossary People Potemkin
  131. Guilty Gear XX Λ Core Plus Potemkin Overdrive
  132. Guilty Gear XX Λ Core Plus Potemkin Overdrive
  133. Guilty Gear XX Λ Core Plus Potemkin Overdrive
  134. Guilty Gear XX Λ Core Plus Potemkin Overdrive
  135. Guilty Gear (1998) Potemkin Instant Kill
  136. Guilty Gear X Potemkin Instant Kill
  137. Guilty Gear Strive Potemkin Overdrive
  138. Guilty Gear Xrd Rev 2 Potemkin vs. Bedman Potemkin Win Quote
  139. Guilty Gear Xrd REV 2 Potemkin Overdrive
  140. Guilty Gear Xrd REV 2 Potemkin Overdrive
  141. Guilty Gear Xrd REV 2 Potemkin Instant Kill
  142. Guilty Gear (1998) Game Manual Page 29
  143. Guilty Gear X Game Manual Page 2
  144. Guilty Gear 2 Overture
  145. Guilty Gear 2 Overture
  146. Guilty Gear 2 Overture
  147. Guilty Gear 2 Overture
  148. Guilty Gear 2 Overture
  149. Guilty Gear 2 Overture
  150. Guilty Gear 2 Overture
  151. Guilty Gear 2 Overture
  152. Guilty Gear 2 Overture
  153. Guilty Gear 2 Overture
  154. Guilty Gear 2 Overture
  155. Guilty Gear 2 Overture
  156. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  157. Guilty Gear 2 Overture
  158. Guilty Gear 2 Overture
  159. Guilty Gear Xrd -Sign- Opening
  160. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  161. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
  162. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  163. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  164. ExplaMaytions with May! Episode 6 - Another Threat Looms
  165. ExplaMaytions with May! Episode 6 - Another Threat Looms
  166. Guilty Gear (1998) Game Manual Page 14
  167. Guilty Gear (1998) Game Manual Page 14
  168. Guilty Gear Strive GGWorld Glossary People Potemkin
  169. Guilty Gear (1998) Game Manual Page 14
  170. Guilty Gear (1998) Potemkin Story Testament Boss
  171. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  172. Guilty Gear Xrd Rev 2 Dizzy Instant Kill
  173. Guilty Gear Xrd Rev 2 Jack-O Instant Kill