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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 | ||||
|---|---|---|---|---|
| ||||
| 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 | |||
| This dropdown contains the synopsis of Potemkin's story. Read at your own risk as you may be spoiled otherwise! |
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Background 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 Guilty Gear X Guilty Gear XX 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 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- 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. |
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.
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
Gender: Male
Sexuality: Unknown
Pronouns: He/Him
Handedness: Ambidextrous
Age: Unknown
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
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)
Archetypal Tiering: Power House
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])
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.
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 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 are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.
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.
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.
When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.
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.
Fighters can grab opponents to throw them, being able to throw them either forward or backwards.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Fighters can jump again while in the air.
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.
Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.
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.
With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.
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.
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.
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.
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.
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.
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.
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.
Lets the fighter jump again while in the air.
Press down then up on the directional buttons quickly to jump higher then a usual jump.
With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.
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.
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.
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.
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.
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.
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.
These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.
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.
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.
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.
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.
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.
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.
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.
The fighter can jump again while in mid-air.
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.
Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.
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.
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.
The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.
The fighter can regain balance when knocked down by pressing any attack button in midair.
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.
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.
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.
It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.
These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.
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.
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.
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.
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.
Press any directional button while recovering to move towards that direction as the fighter recovers.
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.
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.
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.
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.
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.
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 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.
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.
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.
Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.
During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.
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.
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.
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.
While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.
The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.
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.
Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.
Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
Standard Tactics: Potemkin goes for various hard punches.
Weaknesses
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].
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
| Profiles |
Height: 245 CM 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 |
| Original Translation on left. | Guilty Gear XX |
Profile
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 |
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- |

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.
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