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M. Bison

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Street Fighter/M. Bison
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Master Bison, referred to as Vega (ベガ Bega?) in Japan, is a central villain of the Street Fighter franchise. He first appeared as the unplayable final opponent in Street Fighter II before later becoming a playable character in Street Fighter II: Champion Edition. As the creator and supreme ruler of the criminal syndicate Shadaloo, Bison is a tyrannical despot driven by extreme ambition and a desire for global conquest. In his arcade story within Street Fighter 6, he is identified under the title of the Nameless Man.

M. Bison
Origin
Origin Street Fighter II
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter Alpha (Chronological), Street Fighter II (Actual)
Voiced by Tomomichi Nishimura, Takeshi Kusaka, Kenji Utsumi, Norio Wakamoto, Taiten Kusunoki, Richard Newman, Tom Wyner, Markham Anderson, Gerald C. Rivers, Mark Gibbon
Characteristics
Species Human
Gender Male
Pronouns He/Him
Sexuality Heterosexual
Age Unknown
Birthday April 17
Height 182 cm
Weight 112 kg
Ethnicity Unknown
Status Alive / Deceased (Multiple Resurrections)
Alignment Neutral Evil
Archetype Leader / Mentor / Dark Reflection / Dark Lord
Occupation Leader of the Shadaloo Organization
Time Period 1987 (Street Fighter), 1991 (Street Fighter II)
Language Common Language
Combat Style Psycho Power
Homeworld Earth
Relationships
Affiliations Rose (Formerly), Balrog, F.A.N.G., Vega, JP, Rosinante, Sagat (Formerly)
Enemies Rose, Juri Han, Ryu, Chun-Li, Cammy White, Ken Masters, Seth, Necalli, Sagat, Akuma

Background

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

Pre-Street Fighter
Very little information exists about M. Bison’s early life, and even his homeland remains unidentified. What is known suggests that he began simply as a young martial artist with immense ambition. He originally possessed Soul Power and trained Rose as his sole student. Eventually, striving to surpass all others, he murdered his own master and embraced total chaos. Bison’s master had been the only known wielder of the destructive force called Psycho Power and, before his death, had entrusted this energy to three disciples, including Bison himself. Rose, still his pupil at the time, witnessed the killing of their masters as Bison abandoned Soul Power in favor of Psycho Power.

Afterward, Bison traveled widely, challenging and defeating fighters of various disciplines in order to study their techniques and further strengthen his claim as the world’s greatest martial artist. At some point during his rise, he gained control of the criminal organization Shadaloo.

Later, intrigued by rumors of the secretive “assassin’s fist,” Bison sought out Gouken, master of Ansatsuken. Gouken anticipated the confrontation but chose to face Bison using only his basic martial skill, avoiding abilities like the Hadoken or Shoryuken. This resulted in his defeat. Bison, frustrated by Gouken’s refusal to fight with his full power, scorned him and noted that Gouken’s students showed far greater willingness to use the true strength of Ansatsuken before departing.

Street Fighter Alpha 2
M. Bison, the head of the criminal syndicate Shadaloo, learns about a fighter named Ryu after Ryu defeats Sagat, a newly recruited subordinate. Intrigued, Bison begins searching for Ryu with the intent to recruit him. During this time, he is confronted by Rose, a mysterious woman whose power closely mirrors his own. Rose defeats him in battle, only for Bison to emerge unharmed, a detail later expanded upon in Street Fighter Alpha 3.

Later, Bison crosses paths with Chun-Li and briefly fights her, deliberately holding back before escaping and revealing that he was responsible for her father’s death. Eventually, he locates Ryu and attempts to lure him into joining Shadaloo by promising to elevate him to unparalleled strength. When Ryu refuses, they fight, and Bison emerges victorious. He then brings Ryu to his scientists to undergo brainwashing through exposure to Psycho Power, an event depicted fully in Street Fighter Alpha 3.

Throughout these events, Bison also encounters Charlie Nash, who is pursuing him with the intention of ending his reign. Bison wins their initial battle, but Nash confronts him again beside a waterfall. Nash warns that a helicopter will arrive in five minutes, prompting Bison to mock him and declare that these will be the final five minutes of his life. Although Nash defeats him this time, he is shot from behind by a military helicopter moments later. Bison then delivers the finishing blow by driving his fist through Nash’s chest, as shown in Bison’s prologue in Street Fighter V. Nash drops his dog tags as he falls, presumably to his death. When asked by one of his soldiers if Nash might still survive, Bison states that even if he did, there would be no return, as Nash has learned that all things come with a price.

Street Fighter Alpha 3
By the time the events of Street Fighter Alpha 3 unfold, the sheer strain of Psycho Power is beginning to overwhelm M. Bison’s physical body. Anticipating this collapse, he has his scientists construct a replacement vessel—Cammy, a genetically engineered girl created from his own DNA and one of the brainwashed Dolls who serve as his elite assassins. However, Cammy gradually gains independence and defects. Bison sends Vega to retrieve her, then later dispatches Juli when Vega fails. With Cammy no longer a reliable option, Bison begins considering Ryu as a far more powerful potential host, especially given Ryu’s long-standing connection to Sagat.

While searching for Ryu, Bison becomes aware of Akuma, a solitary warrior whose techniques resemble Ryu’s and who carries an ominous aura. In Bison’s storyline, after defeating Akuma, he dismisses the Satsui no Hado as insignificant and declares it only a matter of time before Ryu becomes his. This likely explains references in Adon’s story to Bison knowing of the Shun Goku Satsu and calling it a weak technique.

In Ryu’s story, Bison sends Juni to gather information on him. To draw Ryu out, Bison kidnaps Ken Masters, brainwashing him and forcing him to fight his best friend. Ryu defeats the corrupted Ken and frees him from Bison’s influence.

Ryu then confronts Bison but is overpowered despite his best effort. Bison subjects him to Psycho Power, intending to claim him as a host. Sagat intervenes, demanding that Ryu be given the rematch he has long awaited. As Sagat tries to help Ryu break free, Ken and Sakura strike at Bison, buying Ryu enough time to regain control of himself.

Ryu faces Bison again, and a sudden resonance forms between Psycho Power and the Satsui no Hado within him. Realizing the similarity between the energies, Bison attempts once more to dominate Ryu’s mind. Encouraged by his friends, Ryu resists and lands a decisive Metsu Shoryuken, incapacitating Bison and forcing him to retreat to the Psycho Drive to regenerate.

During this period, a now-independent Cammy gathers the remaining Dolls and turns them against their master. When Bison reemerges revitalized, he dismisses the Dolls as expendable and prepares to eliminate them. He warns that because of the psychic link he forged with them, his destruction would drag them with him. Despite this, the Dolls manage to escape as their minds begin to deteriorate. Cammy, aware their time is running out, uses her shared genetic structure with Bison to access the Psycho Drive and remove the fail-safe that binds them, ultimately saving their lives.

A retconned sequence in Guile’s ending shows Charlie, Guile, and Chun-Li infiltrating Shadaloo’s base after Interpol’s ordered strike is cancelled due to corruption and Bison’s interference. Realizing the base must be destroyed manually, the group fights their way out. Charlie stays behind to battle the revived Bison and appears to sacrifice himself so the others can escape the detonating base.

Afterward, Bison endures within Rose’s body until his scientists craft yet another replacement vessel. Once it is ready, he abandons her, allowing Rose to awaken at home with almost no memory of what occurred during her possession.

Street Fighter II
After securing a new host body, M. Bison reestablishes Shadaloo’s operations in a temple deep within Thailand. From there, he exerts control over a nearby village—subjugating its people to build his criminal empire while simultaneously providing basic supplies to keep them dependent. To draw Ryu out once again, Bison announces a new World Warrior Tournament.

In the tournament’s final stage, Bison faces Ryu. However, before his plans can unfold, Akuma abruptly intervenes. Not an official competitor, Akuma blindsides the dictator and annihilates him with the Shun Goku Satsu, killing him instantly. Akuma then replaces him as the final opponent of the championship, with some sources suggesting the fighter he confronts may have been Ryu. Akuma disparages Bison as a slave to his own power, never realizing that Bison actually maintained absolute control over his Psycho Power.

In the Street Fighter IV: Aftermath animation, Bison clashes with Guile, Chun-Li, Ken, Ryu, and Cammy in the Thai wilderness. Although the group defeats him, Bison refuses Guile’s call to surrender and instead self-destructs, releasing all of his Psycho Power in a massive explosion. This animated outcome remains of uncertain canon status, as Capcom has not confirmed its place in the official storyline. The reprinted All About Street Fighter books for the 30th Anniversary Collection reference Akuma as the one who killed Bison, and later appearances—such as Akuma’s SFV version of his Street Fighter II ending and the 2019 April Fools sequence—also depict Akuma killing him.

Following Bison’s demise, government forces thoroughly investigate the destroyed Shadaloo base and conclude that he and the organization’s leadership have been wiped out. Unknown to them, Bison’s soul once again survives and begins transferring into yet another prepared vessel.

A non-canon ending is available if the player completes the tournament as Bison. In this version, he declares himself unchallenged, even dismissing Akuma—whom he refers to as “The Ancient One”—as too fearful to confront him. With no opposition left, Bison succeeds in conquering the world, leading the ending narrator to question whether any hope remains to stop him.

Street Fighter IV
Before the events of Street Fighter II, M. Bison directed S.I.N., Shadaloo’s weapons division, to create at least 26 androids. Unit #15—later known as Seth—was selected to lead S.I.N. after demonstrating superior intelligence compared to the others, effectively acting as Bison’s “right hand.” During this period, Bison also ordered the killing of a Korean official and his family. The official’s daughter, Juri, survived the attack, and #15 fitted her with cybernetic upgrades, deciding she could function as a valuable experiment due to her natural Taekwondo talent.

Following Bison’s apparent death, #15 adopted the name Seth and attempted to seize power by launching a new global tournament. Juri, fully aware that Bison’s spirit still lingered, sought to spark a clash between Seth and Bison as revenge for what happened to her parents.

Even without a physical body, Bison managed to influence events from the shadows. He commanded Balrog and Vega to capture Seth, but later had them deliver him to S.I.N. headquarters, revealing that S.I.N. itself had been manipulating Shadaloo. Eventually, Bison allowed himself to return by taking yet another replacement body—despite his scientists warning that it wasn’t durable enough to contain his full Psycho Power. He brushed off their concerns, stating that Seth’s defiance would not go unpunished and that he could claim Seth’s body soon enough. Entering Seth’s tournament, he effortlessly defeated challengers in the qualifying rounds, even threatening C. Viper for her equipment. She refused, and the two battled.

Bison later arrived at S.I.N. headquarters with the remaining androids and confronted Seth, declaring him worthless for rejecting his programming. Seth argued he had nearly restored Shadaloo’s influence after its decline during the second World Warrior tournament, but Bison dismissed this, claiming every event had been part of his plan. As Bison prepared to finish him, Juri intervened—but her attempt to make the two destroy each other failed. As shown in Bison’s Street Fighter IV ending, he overpowered her.

Elsewhere in the facility, another android fighting Abel showed signs of consciousness like Seth. Bison destroyed it instantly, commenting on Abel’s growth since their last encounter. Though the exact details of Abel’s origin remain unclear, it is heavily suggested he was somehow involved in the android project—perhaps even a prototype himself. During his escape, Bison ambushed Rose, stating that she owed him something and that he intended to reclaim it “with interest.” However, before he could depart with her, Guy confronted him and threatened to destroy his aircraft. Short on time, Bison surrendered Rose and withdrew.

Around this period, Bison also encountered Cammy and Decapre. Realizing Decapre was dying, he suggested there was room for negotiation. Cammy ultimately handed Decapre over, hoping Bison’s intervention might keep her alive.

Street Fighter V
C. Viper prepares to infiltrate the roof of a Shadaloo installation and reflects on Charlie Nash’s pursuit of M. Bison. Charlie had cornered Bison, intent on arresting him, but underestimated the magnitude of Bison’s Psycho Power. Bison overwhelmed Charlie and hurled him over a waterfall, resulting in Charlie’s disappearance and presumed death.

On the rooftop, Viper observes F.A.N.G and recalls his past as a member of Nguuhao, a cartel under Shadaloo’s control that Bison annihilated. F.A.N.G was the lone survivor, spared because Bison recognized his potential. After losing to Bison in battle, he pledged unwavering loyalty and entered Shadaloo’s ranks.

In the present, Bison convenes with Vega, Balrog, F.A.N.G, Enero, Xiayu, Jianyu, and several soldiers to review their ongoing operation. F.A.N.G reports that their plan is nearly ready: world domination. Viper connects the dots but is discovered by Bison, who insists that their operation is unstoppable and approaching its conclusion.

Bison engineers a global project involving the creation of seven “Black Moons,” satellite weapons capable of unleashing catastrophic electromagnetic shockwaves. The resulting worldwide fear would amplify his Psycho Power to extraordinary levels. The scheme is disrupted when a Shadaloo programmer steals the control components for the Moons and distributes them to street fighters across the world. Bison sends his elites to reclaim the missing fragments.

After F.A.N.G acquires one of the pieces, a major North American city is struck by a Black Moon. Bison appears amid the destruction and silences an argument among his generals. When Guile and Chun-Li arrive, Chun-Li charges in seeking vengeance, but Bison—now dramatically stronger due to the chaos fueled by the Moons—easily defeats her. Before he can kill her, Cammy intervenes, allowing the trio to retreat. Bison dismisses them as not worth pursuing.

Recognizing the escalating threat, the Illuminati revive Charlie Nash as a weapon designed solely to kill Bison. Reconstructed through advanced bio-engineering and psychologically conditioned for vengeance, Nash infiltrates the Shadaloo base. But even with his enhancements, he is hopelessly outmatched by Bison’s heightened Psycho Power. Nash barely escapes thanks to the sudden arrival of Necalli. Necalli then challenges Bison, only to be thoroughly crushed; Bison defies prophecy by defeating “The Soul Consuming Darkness.”

After escaping, Nash reunites with Guile and Karin Kanzuki’s assembled resistance. He begins to understand the full potential of his reconstructed body—its ability to absorb and nullify Psycho Power. Whether it could weaken someone on Bison’s level remains uncertain.

In the final assault on Shadaloo HQ, Nash confronts Bison one last time. Bison, empowered beyond measure by the terror spreading worldwide, dominates the encounter. Yet Nash manages to drain a massive amount of Psycho Power before being destroyed in the process. With Rashid disrupting the remaining Moons, Nash’s sacrifice drastically reduces Bison’s strength.

Ryu arrives, having mastered the Power of Nothingness and conquered the darkness within. Bison demands to witness the force that defeated Necalli. Ryu explains that it is not a power meant for destruction, but one that allows him to keep moving forward. Bison mocks him, insisting that all power inevitably drives conflict and battle. During their clash, Ryu nearly kills him. Bison laughs defiantly, attempts a Psycho Inferno, and is met with a countering Hadoken. He continues to laugh even as his form disintegrates, seemingly consumed by the very nothingness Ryu now commands. Moments later, Shadaloo’s base collapses and his iconic hat is buried beneath the rubble.

In the aftermath of Shadaloo's fall, Bison persists only as a lingering presence—a shadow that haunts those created to be his vessels, including Ed and Falke.

Street Fighter 6 M. Bison: An Unquenchable Thirst
M. Bison unexpectedly resurfaces in Summer 2024, despite the seemingly definitive end he met in Street Fighter V.

A man bearing Bison’s appearance — once the feared ruler of Shadaloo — emerges without memories of his past. Though stripped of his identity, he retains an instinctive brutality and is drawn toward locations tied to Shadaloo, guided by lingering traces of Psycho Power.

In his arcade narrative, he is identified only as the Nameless Man. His story opens with him regaining consciousness in a Metro City alleyway, completely unclothed and with no awareness of who or what he is. A group of local thugs approaches, mocking him and assuming he has been robbed. When the Nameless Man rises to his feet, his sheer presence terrifies them, causing even one of the hecklers to immediately plead for mercy. He swiftly overwhelms the trio and takes clothing from one of them. When asked for his name, he admits he has none — the only thing he recognizes is the overwhelming urge within him, the Psycho Power pulling him toward something he cannot yet define.

Drawn by this instinct, he eventually arrives at the ruins of a former Shadaloo laboratory. As he questions why the energy inside him led him to this place, Juri appears. Recognizing the aura surrounding him, she reacts in shock, wondering aloud if M. Bison has somehow returned. The Nameless Man, unfamiliar with the name, asks who “Bison” is, prompting Juri to spit out that Bison was “garbage” and should have stayed dead. Curious about the identity tied to him, he challenges Juri to fight in hopes of learning more.

After defeating her, the Nameless Man seizes Juri by the throat and demands to know whether he truly resembles M. Bison — and what she intends to do if he is the man she believes. Furious, Juri vows to force him to remember every atrocity he committed and promises to make him suffer and die again. He dismisses her rage, calling her nothing more than “a screeching crow,” and declares he will claim the name “Bison” for himself. Consumed by the insatiable drive stirred within him, he orders Juri to continue fighting so he can feed the relentless hunger for power and battle burning inside him.

Street Fighter 6 World Tour
Bison is briefly shown performing vocals at a concert, during which Dee Jay humorously mistakes Shadaloo for a popular band.

Azure Darkness. Cloaked in Calamity. Endless Nightmare.

"Never cease your pursuit for power. For it too, shall one day be mine. Heheh…"'

An amnesiac man who takes on the name "M. Bison" is discovered on a cliff at Nayshall at night by the Avatar. He has imbued a male horse he rides with Psycho Power, saving it from near death, and names it "Rosinante." When the Avatar photographs Bison as he lands, Rosinante almost crushes them, but Bison spares them because of the horse’s affection, guiding the Avatar to the Ruined Lab.

Inside the Ruined Lab, the Avatar battles a Shadaloo test subject, which activates the machinery and the chair holding Bison’s cap. This releases Psycho Power along with Bison’s past memories, forming the visage of Phantom Bison. The amnesiac Bison absorbs Phantom Bison, restoring his full consciousness and power, and eventually takes the Avatar as his disciple.

Bison speculates that his survival after his battle with Ryu may be due to his soul inhabiting a backup body somewhere in the world, and acknowledges the possibility that another "Bison" may exist. Although the original Shadaloo is gone, he remains committed to world domination and intends to gather loyal subordinates to achieve his goals.

After reclaiming control of the remnants of Shadaloo, Bison, still partially amnesiac, directs the Avatar to seek out the fighters who previously faced him during the "A Shadow Falls" events — Ryu, Ken, Guile, Juri, Cammy, and Chun-Li — in order to better understand his past and reclaim his identity.

Appearance

General Description: M. Bison is a tall, imposing man with a heavily muscled build. His physique is well-toned, showcasing broad shoulders, defined arms, and six-pack abs. He maintains a commanding presence in battle and public appearances.

Hair: His hair has varied over time. Originally black and slicked back under his peaked cap, it turned light brown in the Alpha series and white in Street Fighter V. In Street Fighter 6, he has long white hair.

Eyes: Bison’s eyes have changed over the series. They were originally red, later becoming ghastly white with black irises, and ultimately fully white. When using Psycho Power, his eyes glow pink or in Street Fighter 6, with the Psycho Power glow color.

Clothing/Outfit:

  • Classic Outfit: Red military uniform with large silver shoulder plates, wristbands, shin guards, and black knee-high boots. Peaked cap bears Shadaloo's winged skull insignia. In the Alpha series, he also wears a dark cape.
  • Street Fighter V: Wears a trench coat over his uniform without the cape.
  • Street Fighter 6: Main outfit features red military pants, black boots, and a ragged dark cape covering his shoulders and head. Casual alternate costume includes a brown sheepskin bomber jacket with cream collar, brown stitched pants, and dark brown loafers.

Facial Features: His face sometimes bears stubble, especially in Street Fighter 6. He also has a scar on the right side of his face, arm, and chest, partially concealed by the glow of his Psycho Power.

Special Features: M. Bison’s eyes glow when channeling Psycho Power. His overall muscularity and scars emphasize his battle-hardened and commanding nature.

Personality

  • Archetype: M. Bison is an archetypal villain driven by self-interest and a desire for absolute power. He seeks world domination and takes pride in the meticulous planning and execution of his schemes.
  • Ego and Superiority: He possesses a vast ego and god complex, disregarding empathy and taking pleasure in the suffering of others. He occasionally refers to himself in the third person, emphasizes his own importance, and displays a twisted sense of humor alongside a "business before pleasure" attitude.
  • Sadism and Ruthlessness: Bison is sadistic and enjoys coercion, brainwashing, and illegal activities to achieve his goals. He demands loyalty from subordinates, viewing them as pawns, and tolerates them only while they serve his purposes. He has no remorse for the atrocities he commits and considers his enemies mere nuisances.
  • Power and Combat: Known as one of the most powerful martial artists in the Street Fighter universe, Bison often demonstrates his dominance through Psycho Power, capable of defeating multiple opponents simultaneously. He relishes testing his strength against worthy adversaries, but rarely feels challenged outside encounters with characters like Akuma.
  • Strategic Mind: Bison enjoys orchestrating schemes, finding entertainment in the conflicts of his generals, and observing skilled fighters. He is willing to spare capable foes if they pledge loyalty, caring only that their abilities serve his goals.
  • Relationships and Rare Empathy: While typically cold and calculating, Bison has shown rare attachments, such as his bond with his horse Rosinante, respecting the animal’s will and usefulness. He also occasionally compliments skilled fighters like Karin Kanzuki.
  • Crossover and External Perception: In crossover games, he is respected by other villains for his strategic acumen and power. He has been portrayed as provocative and lustful, showing interest in women and often selecting attractive opponents to mimic using Doppel powers.
  • Recent Developments: In Street Fighter 6, following a temporary loss of identity, Bison initially fights for self-entertainment without memory of his past ambitions. After regaining his memories through absorbing Phantom Bison, he resumes his superiority complex and confidence in inevitable world domination, while displaying a more thoughtful demeanor compared to previous incarnations.

Goals

  • Rule the world (Failed).
  • Gain ultimate power (Ongoing).

General Information

Name: M. Bison[1] (Master Bison)

Other Names: Vega (In Japan), The Nameless One (In Street Fighter 6), Shadaloo[2], Lord[3]

Origin: Street Fighter II

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter Alpha (Chronological first appearance), Street Fighter 2 (First actual appearance)

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

  • Japanese Voice Actor: Tomomichi Nishimura (Street Fighter Alpha: Warriors Dreams, Street Fighter Alpha 2, X-Men VS Street Fighter, Street Fighter EX, Marvel Super Heroes VS Street Fighter, Street Fighter EX2, Street Fighter Alpha 3, Marvel vs. Capcom 2: New Age of Heroes, Street Fighter EX3, Nacmo X Capcom), Takeshi Kusaka (Street Fighter II: The Animated Movie), Kenji Utsumi (Street Fighter II V), Norio Wakamoto (Capcom vs. SNK: Millennium Fight, Capcom vs. SNK 2: Mark of the Millennium, SNK vs. Capcom: SVC Chaos, Capcom Fighting Evolution, Street Fighter IV, Super Street Fighter IV, Street Fighter X Tekken, Granblue Fantasy, Ultra Street Fighter IV, Street Fighter V, Project X Zone 2, Hi Score Girl), Taiten Kusunoki (Street Fighter 6)
  • English Voice Actor: Richard Newman (Street Fighter 1995 TV Show), Tom Wyner (Street Fighter II: The Animated Movie, Street Fighter II V), Markham Anderson (Street Fighter II V), Gerald C Rivers (Street Fighter IV, Super Street Fighter IV, Street Fighter X Tekken, Wreck-It Ralph, Ultra Street Fighter IV, Street Fighter V, Street Fighter 6), Mark Gibbon (Puzzle Fighter)

Gender: Male

Sexuality: Heterosexual

Pronouns: He/Him

Handedness: Ambidextrous

Age: Unknown

Blood Type: A[4]

Birthday: April 17[5]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Shadaloo Base

Story Role: Main Antagonist, Antagonist, Fighter, Playable Fighter

Legacy: Global Legacy

Influence: Event Influence

Language: Common Language

Ethnicity: Unknown[9]

Religion: N/A

Classification: The World Warriors[10], Legendary Fighter[11]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Leader of the Shadaloo Organization

Ranking: Top Leader

Combat Style: Psycho Power[12]

Affiliations: Rose (Formerly; originally was her master[13]), Balrog, F.A.N.G., Vega, JP, Rosinante, Sagat (Formerly)

Enemies: Rose, Juri Han, Ryu, Chun-Li, Cammy White, Ken Masters, Seth, Necalli, Sagat, Akuma

Height: 182 cm[14]

Weight: 112 kg[15]

Status: Has been both Alive and Deceased (M. Bison has died repeatedly over the course of the series, though he keeps coming back alive through possessing different hosts or bodies)

Date of Death

  • 1st Death: Street Fighter Alpha
  • 2nd Death: Street Fighter Alpha 2
  • 3rd Death: Street Fighter Alpha 3
  • 4th Death: Street Fighter II
  • 5th Death: Street Fighter V

Alignment: Neutral Evil (M. Bison likes World Domination[16] and wishes to rule the entire world with his fist[17]. He takes joy in opponents still being alive as that means they can still feel pain[18]. M. Bison wishes to rule the world forever[19]. M. Bison is responsible for drug trafficking , illegal arms possession & manufacturing, etcetera[20])

Threat Level: Global Threat (It has been shown that if M. Bison wins in his arcade he will rule the world[21]. Noted by Guy that if M. Bison got away, the world would be devastated by his evil acts[22]. If he were to win the Street Fighter II tournament, he would've proceeded to rule the entire world[23]. Wanted to use the Black Moons to drive the world into chaos[24])

Potential

Archetypal Tiering: Leader / Mentor / Dark Reflection / Dark Lord

Codex Statistics

Key: Street Fighter Alpha-Alpha 3 | Street Fighter 2-4 | Street Fighter 5 | Street Fighter 6

Key Information

  • Street Fighter Alpha-Alpha 3: This key covers events within the Street Fighter Alpha series of games.
  • Street Fighter 2-4: This key covers events that span across the Street Fighter II and Street Fighter IV series of games.
  • Street Fighter 5: This key covers events within the Street Fighter V series of games.
  • Street Fighter 6: This key covers events during Street Fighter VI.

Grade: B | B to A | A | A

Tier: At least 9-B, Higher with Psycho Drive | 9-B to 9-A | 9-A, Higher with the Black Moons | At least 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source:

Attack Potency: At least Wall level (Buster) (Should be superior to Street Fighter 1 Ryu, who broke multiple stone tiles[34], and broke three cinderblocks with one attack[35]. Should be comparable to Adon[36], who broke a chunk off a statue's head[37]. Should be comparable to characters like Birdie, who bent a large piece of metal[38]. His overuse of Psycho Power has caused his inner power to exceed what his body can hold[39]. Noted by Crimson Viper that Bison's power had already surpassed far beyond the bounds of Nash's imagination[40]), Higher with Psycho Drive (Developed the Psycho Drive, empowers him with further Psycho Energy, making him stronger then ever[41]. Even when he's defeated, he will in moments recover stronger then before[42]) | Wall level (Buster) (The Street Fighter cast can break[43] apart cars overtime with various hits[44]. They can also destroy metal barrels[45]. Along with destroy stone walls overtime[46]. Can fight and harm Sagat[47], who broke a large rock in half[48]. Can destroy barrels in a single hit[49], Can fight and harm Zangief[50], who overpowered a large bear[51]) to Room level (Potency) (Has fought and[52] defeated[53] Juri Han, who can blow up the inside of a building[54] and cause a jet plane to explode[55]. Can destroy barrels in a single hit[56]) | Room level (Potency) (Fought and defeated Street Fighter V Era Chun-Li[57], who could casually bust open a large metal door along side Karin on the other side[58]. His Psycho Power has been greater then ever before[59]. The cast is able to destroy barrels with a single hit[60]), Higher with the Black Moons (Constructed black moons where the moons can bring out extreme negative emotions such as sadness, chaos, fear, hatred, and despair, which negative emotions are what Psycho Power feeds upon to grow stronger[61]) | At least Room level (Potency) (Has grown notably weaker[62], with him not gaining full control over the power that sleeps wtihin him[63], noting he's only absorbed and gained traces of his lost power from one place[64]. Despite all of this he still defeated Juri Han in a fight[65]. As before, the Street Fighter cast can break apart cars overtime with multiple hits[66]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[67])

Durability: At least Wall level, Higher with Psycho Drive | Wall level to Room level | Room level (Took no damage from an explosion this massive[68]), Higher with the Black Moons | At least Room level

Striking Strength: At least Wall Class (Buster), Higher with Psycho Drive | Wall Class (Buster) to Room Class (Potency) | Room Class (Potency), Higher with the Black Moons | At least Room Class (Potency)

Lifting Strength: Class 50 (Comparable to Hugo, who can lift a semi-truck[69]), Higher with Psycho Drive | Class 50 | Class 50, Higher with the Black Moons | Class 50

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[70]. Faster than Dan, who can outrun a wall of flames[71]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[72]) | At least Superhuman | At least Superhuman | At least Superhuman

Attack Speed: Transonic | Transonic | Transonic | Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[73], even during the Alpha series[74]) | Transonic | Transonic | Transonic

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[75]. Can go through intense battles and long periods of training), Limitless with Psycho Drive (Developed the Psycho Drive, which[76] grants him immortality[77]. Noted as long as hatred and fear exists, he will live forever[78]) & Black Moons (Constructed black moons where the moons can bring out extreme negative emotions such as sadness, chaos, fear, hatred, and despair, which negative emotions are what Psycho Power feeds upon to grow stronger[79])

Range: Standard Melee. At least Tens of Meters with Projectiles (His projectiles can go across the screen), Planetary with Psycho Drive (The Psycho Drive can power and heal M. Bison through[80], shooting a beam into a satellite and reflecting it onto Bison[81]) & Black Moons (Caused an electromagnetic pulse from outer space that affected all of New York[82], with the plan being to get all of the world with the Black Moons)

Intelligence: Unknown Intelligence

Knowledge:


At least Master level (Bison always has backup plans and stratgies in store in case of his defeat. Bison made a copy of himself with Cammy White[83], where she possesses the same DNA[84], in order to possess her should he die, along with other alternate bodies[85], should his Cammy plan fail[86]. Constructed an entire statue with a hidden energy laser inside of it[87], which can absorb fighters energy so he can use their energy to destroy Bangkok[88]. Developed the Psycho Drive, which[89] grants him immortality[90]. Constructed black moons where the moons can bring out extreme negative emotions such as sadness, chaos, fear, hatred, and despair, which negative emotions are what Psycho Power feeds upon to grow stronger[91]. Developed a Shadaloo sphere in space that caused a massive explosive electromagnetic wave across the entirety of New York, along with this is destroyed the Kanazuki lily in order to make it harder for them to interfere[92])


At least Master level (Noted by Ryu that if it was not for Bison's evil heart and power, he would have been one of the greatest martial artist to ever live[93]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[94]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[95]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[96]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[97]. Fighters get stronger as they learn various and more powerful techniques[98]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[99])


Powers and Techniques









Bison notes that he is able to use Soul Power though he found the true power that lies on the other side of it[281]. As he can wield Soul Power, he shares the same abilities as Rose, who has:


Equipment

Psycho Drive

  • Description: The Psycho Drive (サイコドライブ Saiko Doraibu?) is a Shadaloo-engineered machine designed to channel psychic energy to M. Bison. It was created as part of Shadaloo’s genetic engineering projects to enhance Bison's body and abilities.
  • Function: The Drive stores and channels negative energy, which Bison can convert into Psycho Power or release as a destructive weapon. It also allows him to regenerate when defeated and can be used for brainwashing. Prolonged use strains his body, contributing to physical and mental deterioration.
  • Capabilities: Combined with Shadaloo’s orbital satellite, the Psycho Drive can focus energy into a city-destroying beam. The energy is transmitted through mechanical conduits, such as statues embedded in the environment.
  • Notable Uses:
    • In the Street Fighter Alpha series, Cammy uses it to remove brainwashing from Shadaloo’s Dolls.
    • Ingrid overloads the Psycho Drive with her crest, destroying Bison’s body.
    • Provides M. Bison with invincibility and amplifies his attacks during various confrontations.
  • Trivia: Despite appearances, it is not Bison’s main energy source but functions to store and amplify psychic power for combat and control.

Black Moons

  • Description: The Black Moons are seven PSA (Psychopower Stratospheric Aircraft) doomsday weapons controlled by Shadaloo. Designed to amplify M. Bison's Psycho Power, each Black Moon can emit a massive electromagnetic pulse to disable electronics over a wide area. They were deployed above key countries including the United States, Brazil, Japan, China, India, Russia, France, and the United Kingdom.
  • Function: Each Black Moon requires a chess-piece-shaped control key to activate or deactivate it from Shadaloo Headquarters. Activation triggers detonation and an EMP, while deactivation prevents destruction.
  • Notable Uses:
    • In Street Fighter V, F.A.N.G detonates the Black Moon over New York after acquiring Rashid’s sun-shaped control key.
    • Other heroes use their respective keys to prevent additional detonations and avert disaster.
    • A fail-safe command known only to Rashid halts the descent of the remaining Black Moons, preventing a crash.
  • Trivia: The Black Moons are part of Illuminati prophecies, mentioned in Gill’s ending in Street Fighter III: 2nd Impact.

Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[324]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[325]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[326]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[327]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[328]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[329]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[330]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Unique Attacks

Hell Attack

Bison performs two midair punches with his fists charged with Psycho Power.

Psycho Axe

He steps forward and delivers a powerful, open-handed hammer strike infused with Psycho Power.

Shadow Axe

Bison starts with a gut punch, then follows with a Psycho-infused open-handed hammer strike.

Psycho Break

He delivers a gut punch imbued with Psycho Power.

Deadly Middle Kick

Bison hits the opponent with a roundhouse middle kick.

Focus Attack

A heavy move that temporarily boosts Bison's defense, and if it lands, makes the opponent crumple.

Psycho Hammer (SFVI)

An overhead attack with clenched fists, energized with Psycho Power.

Evil Knee (SFVI)

He steps forward and delivers a high knee strike.

Hover Kick (SFVI)

Bison performs a sliding kick that trips the opponent.

Shadow Hammer (SFVI)

A gut punch followed immediately by a Psycho Hammer.

Shadow Spear (SFVI)

The same gut punch followed by a low kick.

Hell Twist (SFVI)

He unleashes a powerful palm strike engulfed in blue Psycho flames that pushes the opponent away and breaks their guard.

Hell Drive (SFVI)

A dropkick launched immediately after blocking an opponent's attack.

Throws

Psycho Impact

Bison lifts the opponent using Psycho Power, spins them in the air, and blasts them away.

Psycho Fall

He grabs the opponent’s face, lifts them, channels a short-range Psycho blast, then throws them back.

Death Tower

Bison hits the opponent’s ankle and midsection, then uses the same leg to toss them backwards.

Deadly Throw

He grabs the opponent’s arm or collar, pulls them close, and throws them away.

Deadly Throw (SFVI)

Bison grabs the opponent’s arm, pulls them forward, and throws them over his shoulder.

Death Tower (SFVI)

He snatches the opponent’s wrist, trips them with a low kick, then plants his foot into their body to lift and slam them away.

Special Attacks

Psycho Shot

Bison forms a sphere of Psycho energy and fires it at the opponent.

Bison Warp

He folds his arms and teleports to another location instantly.

Psycho Crusher

Bison charges his hand with Psycho Power, envelops himself in it, and spirals forward through the air. EX versions increase speed, strength, and projectile penetration.

Psycho Crusher Omega

He follows a Psycho Crusher with a Psycho-powered punch and ends with a final explosive effect.

Double Knee Press

Bison performs a forward somersault, kicking the opponent up to twice. EX version adds extra kicks and a double-foot stomp.

Head Press

He jumps and lands on the opponent’s head, then bounces. EX versions can instantly knock out or teleport over the foe for additional stomps.

Somersault Skull Diver

Following a Head Press, Bison angles forward in descent and strikes the opponent with a Psycho-powered fist.

Devil Reverse

He flips midair and strikes with a descending Psycho punch. EX versions hit harder and allow midair directional adjustments.

Psycho Blast

Bison releases a close-range Psycho explosion. EX version projects a stronger blast that launches the target.

Psycho Inferno

He erupts a pillar of Psycho energy from the ground. EX version creates a larger pillar and a secondary eruption behind him.

Psycho Sever

An overhead kick imbued with Psycho Power that can reflect projectiles. Enhanced versions strike faster.

Psycho Drain

Bison hits the opponent with a gut punch, absorbs their energy, and throws them away. EX version restores health and adds extra strikes.

Death Flutter

He leaps through the air and can chain into Head Press or Devil Reverse. EX version is faster.

Evil Stomp

Bison drops from midair and stomps the opponent beneath him.

Super Attacks

Final Psycho Crusher

Bison vanishes off-screen and returns to perform a devastating cinematic Psycho Crusher.

Knee Press Nightmare

He performs two consecutive Double Knee Presses and finishes with a slide kick or high-kick teleport ending in an Evil Stomp.

Nightmare Booster

Bison launches two Double Knee Presses, follows with a Psycho Crusher that sends both combatants into the air, then chains into a Somersault Skull Diver and Head Press.

Psycho Punisher

He stomps the ground to launch the opponent into the air, grabs their head, and delivers a Psycho-powered strike that blasts them down.

Unlimited Psycho Crusher (SFVI)

Bison releases maximum Psycho energy in a Psycho Crusher, sending the opponent into the air and along the ground. He finishes with a final slam, leaving the foe vulnerable to a finishing Psycho explosion.

V-Techniques

Psycho Burst

After blocking an attack, Bison surrounds himself with a Psycho force field that repels the opponent.

Psycho Fist

He quickly dodges backward and responds with a Psycho-powered open-hand strike that knocks the opponent down.

Psycho Reflect

Bison uses Psycho Power to absorb projectiles or block attacks. Close-range absorption allows a counter backfist.

Psycho Punishment

If a projectile is absorbed with Psycho Reflect, he can release it as a projectile against the opponent.

Hell's Warp

Bison teleports behind the opponent and delivers a Psycho knee strike.

Psycho Power

He channels Psycho energy to enhance his teleportation, dashes, and special attacks.

Psycho Nightmare

Bison gains a grab attack that infuses Psycho Power into the opponent, which can be detonated at will.


SPECIAL MOVES
Psycho Shot ← (hold) → + P [A][V]
Psycho Crusher ← (hold) → + P [X]
Double Knee Press ← (hold) → + K
Head Press ↓ (hold) ↑ + K
Somersault Skull Diver ↓ (hold) ↑ + P then P
Bison Warp →↘↓↙←→ + PPP or KKK [A][V]
←↙↓↘→ + PPP or KKK

SUPER COMBOS
Knee Press Nightmare ← (hold) → ← → + K [X][A]
Psycho Crusher ← (hold) → ← → + P [A]

Psycho Crusher

By channeling his psychic energy through his body, Bison is able to levitate and surround himself with a powerful flaming aura. Spinning head first toward his victim, M. Bison's Psycho Crusher will ignite his opponent in psychic flame and inflict heavy damage.

Scissor Kick

Lunging his feet first at his opponent, Bison sails over low attacks with two devastating kicks which will put his opponent flat on their back.

Head Stomp

Using his psychic ability to launch himself into the air, Bison will stomp on the head of his opponent and then dive toward his opponent with a second crushing blow.


Other

Standard Tactics: M. Bison utilizes his Psycho Power along with utilizing pawns in battle.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[343]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[344] and here[345]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Street Fighter Alpha 2

Profiles
M. Bison

Bison craves combat with true warriors. He hears of a warrior named Ryu who defeated Sagat in Thailand. Bison's body glows into a blue flash in anticipation of confronting Ryu. Ryu will taste his Psycho Crusher!

Original Translation on left. Street Fighter Alpha 2

Street Fighter Alpha 3

M. BISON

SPECIAL MOVES
Psycho Shot ← (hold) → + P [A][V]
Psycho Crusher ← (hold) → + P [X]
Double Knee Press ← (hold) → + K
Head Press ↓ (hold) ↑ + K
Somersault Skull Diver ↓ (hold) ↑ + P then P
Bison Warp →↘↓↙←→ + PPP or KKK [A][V]
←↙↓↘→ + PPP or KKK

SUPER COMBOS
Knee Press Nightmare ← (hold) → ← → + K [X][A]
Psycho Crusher ← (hold) → ← → + P [A]

Original Translation on left. Street Fighter Alpha 3

Street Fighter 2

M. Bison
Date of Birth: Unknown
Height: 5'11"
Weight: 254 lbs
Blood Type: A
Nationality: Unknown
Fighting Style: Unknown

Never has a man been more cloaked in secrecy than M. Bison. Ever since he emergedd to lead the international criminal organization Shadowloo, the world has been awed by the incredible power at his command.

Seen as the master of evil, Bison rules over his empire with an iron fist. Preferring to let his underlings do most of the dirty work, Bison only unleashes his powerful psychic ability when absolutely necessary. Unmatched in his power and agility, M. Bison reigns supreme as the greatest Street Fighter in the world.

Original Translation on left. Street Fighter 2

Street Fighter IV

Ruler of Darkness
M. Bison

Former overlord of the secret organization Shadaloo, whose evil activities ran the gamut from drugs to human experiments and weapon sales, and master of the all-powerful Psycho Power. He was believed to have shared the same fate as that of the fallen Shadaloo, but he now returns in a new body to set another dark scheme into motion.

Original on the left Street Fighter IV

Trivia

  • M. Bison likes World Domination[346].
  • M. Bison dislikes weaklings and useless subordinates[347].
  • Due to regional naming differences, he is widely referred to by the international fan community as "Dictator".
    • In Street Fighter 6, following the loss of his memories, he declares M. Bison officially dead, adopting the name "Shadaloo".
  • According to his unlockable profile in Capcom Classics Collection Vol. 1, M. Bison stands 6 ft 2 in, matching his 1994 live-action portrayal by Raul Julia.
  • Bison was the first character in the series to feature a unique intro animation; in Street Fighter II, he removes his cape before the final battle. Starting with Street Fighter Alpha, unique intros became standard for the series.
  • M. Bison is speculated to have Thai origins, as he was first fought in Thailand. However, his exact birthplace is officially unconfirmed by Capcom.
    • His nationality varies across media: British in the 1994 live-action film, Irish in Street Fighter: The Legend of Chun-Li, and inspired by Japanese manga dictators.
    • Street Fighter 6 provides additional hints about his possible origin, his Psycho and Soul Powers, and confirms his fighting style as Thai-based.
  • In Street Fighter Alpha 3, he uses the title Master Bison ("Vega-sama" in Japanese), with Cammy White and the Dolls addressing him the same way[348]. Despite this, he is referred to as "Lord Bison" in his Arcade mode introduction in Street Fighter IV.
  • In Street Fighter II: The World Warrior, M. Bison's win quote ("Get lose! You can't compare with my powers!") contained a mistranslation, later corrected in Champion Edition and subsequent versions to ("Get lost! You can't compare with my powers!").
  • In Street Fighter II': Hyper Fighting, Bison uniquely retains his first color palette as default while the third palette is alternate—opposite the standard palette order for other characters.
  • M. Bison’s Japanese voice actor from Capcom vs. SNK through Street Fighter V, Norio Wakamoto, is known for voicing other Capcom villains, including High Max (Mega Man (Franchise)) and Oda Nobunaga (Sengoku BASARA).
  • M. Bison was intended as a playable character in Tatsunoko vs. Capcom alongside Charlie Nash and Ibuki, but was removed due to time constraints.
  • His kick throw and extended Knee Press Nightmare animations were adapted from his Street Fighter EX appearances and first used in Capcom vs. SNK. Previously, he had no kick-based throw.
  • During certain character story battles in Street Fighter V, his hair appears dark brown instead of white, suggesting these events occur before or during A Shadow Falls.
  • In the opening of his arcade story in Street Fighter 6, a sequence pays homage to the T-800 from the 1984 film The Terminator, where Bison confronts three thugs, defeats them, and commandeers clothes, in a street alley reminiscent of Kyle Reese’s arrival in 1984.
    • Bison on horseback may be inspired by both his film depiction and Raoh from Fist of the North Star, both villainous figures who ride horses in certain sequences.
  • In Street Fighter 6, M. Bison uniquely has separate winning, losing, idle, and taunt animations due to his scarred Right Arm.
  • M. Bison's horse, Rosinante, takes its name from the title character’s steed in the Spanish novel Don Quixote, representing a malnourished, overtasked horse, reflecting Bison's own mount in their first encounter.
    • Rosinante features a tag marked 1994, the year the live-action Street Fighter premiered, depicting M. Bison riding a horse.
  • As of 2024, he shares similarities with Tekken’s Heihachi Mishima: both are original fighting game antagonists who were presumed dead in mid-2010s games (Street Fighter V and Tekken 7) but returned as DLC in 2024 (Street Fighter 6 and Tekken 8). Both initially suffered amnesia and later regained memories, now sharing the same Japanese voice actor, Taiten Kusunoki, who previously voiced them outside mainline games (Disney's Wreck-It Ralph and Tekken Bloodline anime adaptation of Tekken 3).

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[349]?

A: Akuma's punch causes the island to start collapsing[350], and specifically causes an explosion of this size in comparisson to the island[351], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[352]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[353], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[354]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[355] and cause a jet plane to explode[356], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[357]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[358]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[359], his ending in Alpha 3 has him easily kill M. Bison[360]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[361], and ends up winning[362], and him calling the Raging Demon a pitifully weak move[363]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[364], while Groan only plays when he's fighting Gen or Evil Ryu[365], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[366]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[367] suggest it to be equal[368] in power to[369] Akuma, several[370] characters[371] note[372] that[373] it isn't[374], as strong[375] as the[376] real Akuma[377]. The real Akuma even considers SiRN Akuma a mockery[378]. C. Viper notes the simulation is only passable as a simulation[379].

Battle Records

Battles (Canon only) 11 - 11 - 0

Battles (Ingrid Battle Added) 11 - 12 - 0


  • F.A.N.G. - Fight[386]
    • Conditions: None.
    • Location: Shadaloo Base
  • Charlie Nash - Fight[389]
    • Conditions: None.
    • Location: Shadaloo Base
  • Necalli - Fight[390]
    • Conditions: None.
    • Location: Shadaloo Base


  • Cammy White - Fight[393]
    • Conditions: None.
    • Location: Shadaloo Base
    • Note: After she defeated M. Bison he needed to sneak attack her, noting she was far too strong and he needed to activate the limiter inside of her.
  • Charlie Nash - Fight[394]
    • Conditions: None.
    • Location: Venezuela


  • Ingrid - Fight[398]
    • Conditions: None.
    • Location: Shadloo Base
    • Note: This fight is entirely non-canon as Ingrid's story has been changed.


  • Charlie Nash - Fight[402]
    • Conditions: None.
    • Location: M. Bison Base

None.

References

  1. Street Fighter 5 Website The Character Guides Character Guide 113: M. Bison
  2. Street Fighter 6 World Tour M. Bison Cutscenes
  3. Street Fighter 6 World Tour M. Bison Cutscenes
  4. Street Fighter 5 Website The Character Guides Character Guide 113: M. Bison
  5. Street Fighter 5 Website The Character Guides Character Guide 113: M. Bison
  6. Street Fighter Memorial Archives Beyond the World
  7. Final Fight Arcade Intro
  8. Street Fighter Memorial Archives Beyond the World
  9. Street Fighter 5 Website The Character Guides Character Guide 113: M. Bison
  10. Street Fighter II Game Manual Page 14
  11. Street Fighter VI Online Manual
  12. Street Fighter 5 Website The Character Guides Character Guide 113: M. Bison
  13. Street Fighter Alpha 3 MAX Rose Arcade Ending
  14. Street Fighter 5 Website The Character Guides Character Guide 113: M. Bison
  15. Street Fighter 5 Website The Character Guides Character Guide 113: M. Bison
  16. Street Fighter 5 Website The Character Guides Character Guide 113: M. Bison
  17. Street Fighter Alpha M. Bison Arcade Ending
  18. Street Fighter Alpha 3 M. Bison Winquote
  19. Street Fighter Alpha 3 M. Bison Arcade
  20. Street Fighter Alpha 3 Chun-Li Arcade Ending
  21. Street Fighter Alpha M. Bison Arcade Ending
  22. Street Fighter Alpha 3 Cody Arcade Ending
  23. Ultra Street Fighter II M. Bison Arcade Ending
  24. Street Fighter V: A Shadow Falls
  25. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  26. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  27. Street Fighter Alpha 3 Game Manual Page 8
  28. Street Fighter VI Trainng Tutorial
  29. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  30. Sakura Ganbaru!, Volume 1, Chapter 1
  31. Street Fighter Alpha 3 Charlie Ending
  32. Street Fighter Alpha 3 Sodom Arcade Ending
  33. Street Fighter V A Shadow Falls
  34. Street Fighter 1987
  35. Street Fighter 1987
  36. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  37. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  38. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  39. Street Fighter Alpha 3 M. Bison Arcade
  40. Street Fighter V M. Bison Story Mode
  41. Street Fighter Alpha 3 Charlie Ending
  42. Street Fighter Alpha 3 Sodom Arcade Ending
  43. Street Fighter II: The World Warrior Car Minigame
  44. Street Fighter IV: Arcade Edition Car Minigame
  45. Street Fighter II
  46. Street Fighter II Turbo 16-Bit
  47. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  48. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  49. Street Fighter II
  50. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  51. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  52. Ultra Street Fighter IV M. Bison Ending
  53. Street Fighter V SFIV M. Bison Arcade Ending
  54. Super Street Fighter 4 Juri OVA
  55. Super Street Fighter 4 Juri OVA
  56. Street Fighter IV: Arcade Edition
  57. Street Fighter V A Shadow Falls
  58. Street Fighter V Movie
  59. Street Fighter V A Shadow Falls
  60. Street Fighter V: Arcade Edition
  61. Street Fighter V A Shadow Falls
  62. Street Fighter VI World Tour M. Bison Dialogue
  63. Street Fighter VI World Tour M. Bison Dialogue
  64. Street Fighter VI World Tour M. Bison Dialogue
  65. Street Fighter 6 M. Bison
  66. Street Fighter III 3rd Strike: Fight for the Future Car Minigame
  67. Street Fighter VI Online Manual
  68. Street Fighter V: A Shadow Falls
  69. Ultra Street Fighter IV Hugo Cutscenes
  70. Street Fighter Alpha Super Combos
  71. Street Fighter IV Dan Ending
  72. Street Fighter Alpha 3 - Sagat Story
  73. Street Fighter 2: Champion Edition
  74. Street Fighter Alpha 3 Guile's Sonic Boom
  75. Street Fighter 2: Turbo Game Manual Page 10
  76. Street Fighter Alpha 3 Charlie Ending
  77. Street Fighter Alpha 3 Chun-Li Ending
  78. Street Fighter Alpha 3 Chun-Li Ending
  79. Street Fighter V A Shadow Falls
  80. Street Fighter Alpha 3 E. Honda Arcade Ending
  81. Street Fighter Alpha 3 Eagle Arcade Ending
  82. Street Fighter V: A Shadow Falls
  83. Street Fighter Alpha 3 Cammy Arcade
  84. Street Fighter Alpha 3 Cammy Arcade
  85. Street Fighter IV Game Manual Page 40
  86. Street Fighter VI World Tour M. Bison Dialogue
  87. Street Fighter Alpha 3 Chun-Li Ending
  88. Street Fighter Alpha 3 Game Over
  89. Street Fighter Alpha 3 Charlie Ending
  90. Street Fighter Alpha 3 Chun-Li Ending
  91. Street Fighter V A Shadow Falls
  92. Street Fighter V: A Shadow Falls
  93. Street Fighter 6 World Tour M. Bison Dialogue
  94. Street Fighter 2: Turbo Game Manual Page 10
  95. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  96. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  97. Street Fighter Alpha 3 Game Manual Page 8
  98. Street Fighter VI Training Tutorial
  99. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  100. Street Fighter 1 Fighter Defeated Cutscene
  101. Street Fighter 1 Ending
  102. Street Fighter 1 Minigame
  103. Street Fighter 1 Minigame
  104. Street Fighter VI Karate Minigame
  105. Street Fighter VI Karate Minigame
  106. Street Fighter VI Karate Minigame
  107. Street Fighter VI Scrap Heap Minigame
  108. Street Fighter VI Scrap Heap 2 Minigame
  109. Street Fighter 6 All Jump Animations
  110. Street Fighter III 3rd Strike Game Manual Page 14
  111. Street Fighter 2: Turbo Game Manual Page 10
  112. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  113. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  114. Street Fighter Alpha 3 Game Manual Page 8
  115. Street Fighter VI Training Tutorial
  116. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  117. Street Fighter V Perfect Parry
  118. Street Fighter 6 Perfect Parry
  119. Street Fighter V Stun Animation
  120. Street Fighter Series
  121. Street Fighter III 3rd Impact Game Manual Page 15
  122. Street Fighter VI Ball Block Blitz
  123. Street Fighter Alpha Game Manual page 4
  124. Street Fighter III 3rd Impact Game Manual Page 14
  125. Street Fighter IV Game Manual Page 12
  126. Street Fighter 6 Perfect Parry
  127. Street Fighter Alpha Game Manual page 4
  128. Street Fighter III 3rd Strike Game Manual Page 15
  129. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  130. Street Fighter VI Training Tutorial
  131. Street Fighter Alpha Game Manual page 7
  132. Street Fighter Alpha 3 Game Manual Page 12
  133. Street Fighter Alpha 3 Game Manual Page 12
  134. Street Fighter VI Training Tutorial
  135. Street Fighter VI Training Tutorial
  136. Street Fighter V F.A.N.G. Gameplay
  137. Street Fighter V F.A.N.G. Gameplay
  138. Street Fighter 6 World Tour Kimberly Cutscenes
  139. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  140. Street Fighter 6 World Tour Akuma Mastery
  141. Street Fighter IV Game Manual Page 12
  142. Street Fighter Alpha Super Combos
  143. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  144. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  145. Street Fighter IV Game Manual Page 16
  146. Street Fighter 6 World Tour Lily Hawk Cutscenes
  147. Street Fighter 6 World Tour Lily Hawk Cutscenes
  148. Street Fighter VI Training Tutorial
  149. Street Fighter V Movie: A Shadow Falls
  150. Street Fighter Alpha 3 Game Over/Bad Ending
  151. Street Fighter V Karin Story
  152. Street Fighter V Karin Story
  153. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  154. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  155. Super Street Fighter IV - Juri OVA
  156. Super Street Fighter IV - Juri OVA
  157. Super Street Fighter IV - Juri OVA
  158. Super Street Fighter IV - Juri OVA
  159. Street Fighter IV Game Manual Page 15
  160. Street Fighter IV Game Manual Page 16
  161. Ultra Street Fighter IV Ryu Move List
  162. Street Fighter IV Game Manual Page 15
  163. Ultra Street Fighter IV Ryu Move List
  164. Street Fighter IV Game Manual Pages 15-16
  165. Street Fighter IV Game Manual Page 16
  166. Street Fighter IV Game Manual Page 16
  167. Sakura Ganbaru!, Volume 1, Chapter 1
  168. Street Fighter V Official Online Manual
  169. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  170. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  171. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  172. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  173. Street Fighter V Menat Story Ending
  174. Winter Street, U.S.A. | Street Fighter III: New Generation
  175. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  176. Frosty Boulevard | Street Fighter V
  177. Holly Jolly Beatdown | Street Fighter V
  178. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  179. Volcanic Rim | Street Fighter IV
  180. Street Fighter III: 2nd Impact Akuma Move List
  181. Street Fighter V Kolin's Crtical Art
  182. Street Fighter Blanka Electricity
  183. Ultra Street Fighter IV C. Viper vs Dan
  184. Street Fighter V: A Shadow Falls
  185. Street Fighter V: A Shadow Falls
  186. Street Fighter V: A Shadow Falls
  187. Street Fighter V Movie: A Shadow Falls
  188. Street Fighter V Movie: A Shadow Falls
  189. Fatal Fury: City Of The Wolves, Episode Of South Town: Street Fighter
  190. Street Fighter V F.A.N.G. Gameplay
  191. Street Fighter V F.A.N.G. Gameplay
  192. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  193. Street Fighter V Necalli Story Mode
  194. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  195. Street Fighter VI Akuma Moveset
  196. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  197. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  198. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  199. Street Fighter V Menat Story Ending
  200. Street Fighter 6 World Tour M. Bison Dialogue
  201. Street Fighter Alpha 3 Cammy Arcade
  202. Street Fighter Alpha 3 Cammy Arcade
  203. Street Fighter Alpha 3 Game Over
  204. Street Fighter Alpha 3 Chun-Li Ending
  205. Street Fighter Alpha 3 Game Over
  206. Street Fighter Alpha 3 Charlie Ending
  207. Street Fighter Alpha 3 Chun-Li Ending
  208. Street Fighter Alpha 3 Chun-Li Ending
  209. Street Fighter Alpha 3 Dhalsim Arcade Ending
  210. Street Fighter Alpha 3 Zangief Arcade Ending
  211. Street Fighter Alpha 3 Charlie Ending
  212. Street Fighter Alpha 3 Sodom Arcade Ending
  213. Street Fighter Alpha 3 Sodom Arcade Ending
  214. Street Fighter Alpha 3 Rolento Arcade Ending
  215. Street Fighter IV Game Manual Page 40
  216. Street Fighter VI World Tour M. Bison Dialogue
  217. Street Fighter V A Shadow Falls
  218. Street Fighter Alpha 2 M. Bison Ending
  219. Street Fighter Alpha 3 Cammy Arcade
  220. Street Fighter Alpha 3 Cammy Arcade
  221. Street Fighter V: A Shadow Falls
  222. Street Fighter 6 M. Bison World Tour
  223. Street Fighter 6 M. Bison World Tour
  224. Street Fighter Alpha 3 MAX Rose Arcade
  225. Street Fighter V M. Bison Story Mode
  226. Street Fighter 5 Website The Character Guides, Character Guide 200: Phantom Bison
  227. Street Fighter V M. Bison Move List
  228. Street Fighter Alpha 3 Birdie Arcade Ending
  229. Street Fighter V M. Bison Story Mode
  230. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  231. Street Fighter V - Necalli Story Mode
  232. Street Fighter V: A Shadow Falls
  233. Street Fighter V: A Shadow Falls
  234. Fatal Fury: City Of The Wolves, Episode Of South Town: Street Fighter
  235. Street Fighter II Turbo Game Manual Page 36
  236. Street Fighter Alpha 3 Cammy Arcade
  237. Street Fighter Alpha 3 Sagat Arcade Ending
  238. Street Fighter 6 World Tour All M. Bison Cutscenes
  239. Street Fighter Alpha 3 Cody Arcade Ending
  240. Street Fighter Alpha 3 Cammy Arcade
  241. Street Fighter Alpha 3 Cammy Arcade
  242. Street Fighter Alpha 3 Cammy Arcade
  243. Street Fighter Alpha 3 Cammy Arcade
  244. Street Fighter Alpha 3 Chun-Li Arcade Ending
  245. Street Fighter II Turbo Game Manual Page 36
  246. Street Fighter Alpha M. Bison Intro Animation
  247. Street Fighter Alpha M. Bison Win Animation
  248. Street Fighter Alpha M. Bison Win Animation
  249. Street Fighter V: A Shadow Falls
  250. Street Fighter Alpha M. Bison Move List
  251. Street Fighter V M. Bison Move List
  252. Street Fighter V M. Bison Move List
  253. Street Fighter Alpha 2 Gold Cammy Arcade Ending
  254. Street Fighter Alpha 3 Cammy Win Animation
  255. Street Fighter Alpha 3 Juni Move List
  256. Street Fighter V A Shadow Falls
  257. Street Fighter Alpha 3 Birdie Arcade Ending
  258. Street Fighter V: A Shadow Falls
  259. Street Fighter Alpha M. Bison Movelist
  260. Street Fighter Alpha 3 Rose Arcade Ending
  261. Street Fighter 4 Rose's Ending
  262. Street Fighter 6 World Tour All M. Bison Cutscenes
  263. Street Fighter V: A Shadow Falls
  264. Street Fighter V: A Shadow Falls
  265. Street Fighter V Movie: A Shadow Falls
  266. Street Fighter V Movie: A Shadow Falls
  267. Street Fighter Alpha 3 Sakura Arcade
  268. Street Fighter Alpha 3 Ryu Arcade
  269. Ultra Street Fighter II - Violent Ken Intro
  270. Street Fighter Alpha 3 E. Honda Arcade Ending
  271. Street Fighter Alpha 3 Ryu Arcade
  272. Street Fighter II Turbo Game Manual Page 36
  273. Street Fighter Alpha 2 M. Bison Move List
  274. Street Fighter II: Turbo M. Bison Move List
  275. Street Fighter V: A Shadow Falls
  276. Street Fighter Alpha 3 Secret Point 48106 (Night)
  277. Street Fighter V: A Shadow Falls
  278. Street Fighter V: A Shadow Falls
  279. Street Fighter 6 World Tour M. Bison Dialogue
  280. Street Fighter V Championship Edition Rose vs Falkse Rose Winquote
  281. Street Fighter 6 World Tour M. Bison Dialogue
  282. Street Figter Alpha 3 Rose Arcade
  283. Street Fighter V Website The Character Guides Character Guide 006: Rose
  284. Street Fighter All About Zero 3 Page 84 Rose Profile
  285. Street Fighter Alpha Rose Arcade Ending
  286. Street Fighter Alpha 2 Rose Arcade Ending
  287. Street Fighter 6 World Tour M. Bison Dialogue
  288. Street Fighter Alpha 3 MAX Rose Arcade
  289. All About Street Fighter Zero 3 Page 85 Rose Alpha 3 Story
  290. Street Fighter Alpha 3 Rose Move List
  291. Ultra Street Fighter IV Rose Move List
  292. Street Fighter Alpha Rose Intro Animation
  293. Street Fighter Alpha Rose Move List
  294. Street Fighter Alpha Rose Move List
  295. Street Fighter V: Champion Edition Rose Gameplay Trailer
  296. Street Fighter Alpha 3 MAX Rose vs. M. Bison Intro
  297. Street Fighter Alpha 3 MAX Rose Arcade
  298. Street Fighter Alpha 3 MAX Rose Arcade
  299. Street Fighter Alpha Rose Move List
  300. Ultra Street Fighter IV Rose Move List
  301. Street Fighter V Rose Move List
  302. Street Fighter V Rose Move List
  303. Ultra Street Fighter IV Rose Move List
  304. Street Fighter V Rose Move List
  305. All About Street Fighter Zero 3 Page 85 Rose Alpha 3 Story
  306. All About Street Fighter Zero 3 Page 85 Rose Alpha 3 Story
  307. Street Fighter V Rose Move List
  308. Street Fighter Alpha Rose Move List
  309. Street Fighter Alpha Rose Move List
  310. Street Fighter V Rose Move List
  311. Street Fighter Alpha Rose Move List
  312. Street Fighter All About Zero 3 Page 84 Rose Profile
  313. Street Fighter V: Champion Edition Rose Gameplay Trailer
  314. Street Fighter Alpha Rose Win Animation
  315. Street Fighter V: Champion Edition Rose Gameplay Trailer
  316. Street Fighter V: Champion Edition Rose Gameplay Trailer
  317. Street Fighter V: Champion Edition Rose Gameplay Trailer
  318. Street Fighter V: Champion Edition Rose Gameplay Trailer
  319. Street Fighter Alpha Rose Arcade Ending
  320. Ultra Street Fighter IV Rose Move List
  321. Ultra Street Fighter IV Rose Move List
  322. Street Fighter Alpha 2 Rose Arcade Ending
  323. Ultra Street Fighter IV Rose Move List
  324. Street Fighter VI Training Tutorial
  325. Street Fighter VI Training Tutorial
  326. Street Fighter VI Training Tutorial
  327. Street Fighter VI Training Tutorial
  328. Street Fighter VI Training Tutorial
  329. Street Fighter VI Training Tutorial
  330. Street Fighter VI Training Tutorial
  331. Street Fighter Alpha Game Manual page 4
  332. Street Fighter IV Game Manual Page 15
  333. Street Fighter IV Game Manual Page 16
  334. Street Fighter 6 Online Manual
  335. Street Fighter Alpha 3 M. Bison Arcade
  336. Street Fighter Alpha 3 Balrog Arcade Ending
  337. Street Fighter Alpha 3 M. Bison Arcade
  338. Street Fighter Alpha 3 Charlie Ending
  339. Street Fighter V: A Shadow Falls
  340. Street Fighter 6 World Tour Bison Dialogue
  341. Street Fighter VI M. Bison's Round Victory Animation (Low Health)
  342. Street Fighter VI M. Bison's Time Out Loss Animation
  343. Street Fighter III Third Impact Game Manual Page 18
  344. Street Fighter IV Game Manual Page 12
  345. Street Fighter VI Online Manual
  346. Street Fighter 5 Website The Character Guides Character Guide 113: M. Bison
  347. Street Fighter 5 Website The Character Guides Character Guide 113: M. Bison
  348. Street Fighter Alpha 3 Guile Arcade Mode
  349. Street Fighter Alpha 2 Ryu Arcade Ending
  350. Street Fighter Alpha 2 Ryu Arcade Ending
  351. Street Fighter Alpha 2 Ryu Arcade Ending
  352. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  353. Street Fighter IV Aftermath
  354. Street Fighter 4 - Intro: Chun Li
  355. Super Street Fighter 4 Juri OVA
  356. Super Street Fighter 4 Juri OVA
  357. Street Fighter V - E. Honda Arcade Mode Ending
  358. Final Fight Revenge Haggar Super Attack
  359. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  360. Street Fighter Alpha 3 Akuma Ending
  361. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  362. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  363. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  364. Street Fighter Alpha 3 OST Feel the Cool
  365. Street Fighter Alpha 3 OST Groan
  366. Street Fighter Alpha 3 Game Over
  367. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  368. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  369. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  370. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  371. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  372. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  373. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  374. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  375. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  376. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  377. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  378. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  379. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  380. Street Fighter Alpha 3 Maki Arcade
  381. Ultra Street Fighter IV M. Bison Ending
  382. Street Fighter V SFIV M. Bison Arcade Ending
  383. Ultra Street Fighter IV M. Bison Arcade
  384. Ultra Street Fighter IV M. Bison Arcade
  385. Street Fighter 4 Rose's Ending
  386. Street Fighter V M. Bison Story Mode
  387. Street Fighter V Juri Story Mode
  388. Street Fighter V A Shadow Falls
  389. Street Fighter V: A Shadow Falls
  390. Street Fighter V: A Shadow Falls
  391. Street Fighter 6 M. Bison
  392. Street Fighter Alpha Rose Arcade
  393. Street Fighter Alpha 2 Cammy Arcade
  394. Street Fighter Alpha 2 Charlie Nash Arcade
  395. Street Fighter Alpha 2 Rose Arcade
  396. Street Fighter Alpha 3 MAX Rose Arcade
  397. Street Fighter Alpha 3 Sakura Arcade Mode
  398. Street Fighter Alpha 3 MAX Ingrid Arcade
  399. Street Fighter II Arcade Mode
  400. Ultra Street Fighter IV Juri Arcade
  401. Street Fighter IV: Aftermath
  402. Street Fighter V Movie: A Shadow Falls
  403. Street Fighter V Movie: A Shadow Falls