
| “ | Hm. Interesting... | „ | |
| ~ 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 |
| This dropdown contains the synopsis of M. Bison’s story. Read at your own risk as you may be spoiled otherwise! |
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Pre-Street Fighter 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 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 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 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 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 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 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 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. |
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:
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.
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
Gender: Male
Sexuality: Heterosexual
Pronouns: He/Him
Handedness: Ambidextrous
Age: Unknown
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
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
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
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])
Archetypal Tiering: Leader / Mentor / Dark Reflection / Dark Lord
Key: Street Fighter Alpha-Alpha 3 | Street Fighter 2-4 | Street Fighter 5 | Street Fighter 6
Key Information
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
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
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])
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.
←↙↓ + 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.
Press Directional Button away from opponent. Fighters can even block in mid-air.
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.
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.
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
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.



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.
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.


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.
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.
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.

To do some serious trash talking, press SELECT.
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.

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.
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 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).
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.
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
→ 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.
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
There are three basic punches:
Press the Y button. The jab is very quick, but does little damage.
Press the X button. The strong punch does a fair amount of damage.
Press the L button. The fierce punch does a large amount of damage, but is slow.
There are three basic kicks:
Press the B button. The short kick is very quick, but does very little damage.
Press the A button. The forward kick is strong and is fairly quick.
Press the R button. This roundhouse kick is powerful, but very slow.
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 allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
Holds allow fighters to grab an opponent and then hit or bite them again and again.
Press a Punch (P) or Kick (K) button.
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
↓↑ Jump higher than a regular jump.
→→ or ←←

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.
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
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.
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
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.
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.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.
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.

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.

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.
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.

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.

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.
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.

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.

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.
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 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
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.
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.
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.

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.

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.

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.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.
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.
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.
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.

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

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.

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.

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

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.

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.

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

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.
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.
Bison performs two midair punches with his fists charged with Psycho Power.
He steps forward and delivers a powerful, open-handed hammer strike infused with Psycho Power.
Bison starts with a gut punch, then follows with a Psycho-infused open-handed hammer strike.
He delivers a gut punch imbued with Psycho Power.
Bison hits the opponent with a roundhouse middle kick.
A heavy move that temporarily boosts Bison's defense, and if it lands, makes the opponent crumple.
An overhead attack with clenched fists, energized with Psycho Power.
He steps forward and delivers a high knee strike.
Bison performs a sliding kick that trips the opponent.
A gut punch followed immediately by a Psycho Hammer.
The same gut punch followed by a low kick.
He unleashes a powerful palm strike engulfed in blue Psycho flames that pushes the opponent away and breaks their guard.
A dropkick launched immediately after blocking an opponent's attack.
Bison lifts the opponent using Psycho Power, spins them in the air, and blasts them away.
He grabs the opponent’s face, lifts them, channels a short-range Psycho blast, then throws them back.
Bison hits the opponent’s ankle and midsection, then uses the same leg to toss them backwards.
He grabs the opponent’s arm or collar, pulls them close, and throws them away.
Bison grabs the opponent’s arm, pulls them forward, and throws them over his shoulder.
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.
Bison forms a sphere of Psycho energy and fires it at the opponent.
He folds his arms and teleports to another location instantly.
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.
He follows a Psycho Crusher with a Psycho-powered punch and ends with a final explosive effect.
Bison performs a forward somersault, kicking the opponent up to twice. EX version adds extra kicks and a double-foot stomp.
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.
Following a Head Press, Bison angles forward in descent and strikes the opponent with a Psycho-powered fist.
He flips midair and strikes with a descending Psycho punch. EX versions hit harder and allow midair directional adjustments.
Bison releases a close-range Psycho explosion. EX version projects a stronger blast that launches the target.
He erupts a pillar of Psycho energy from the ground. EX version creates a larger pillar and a secondary eruption behind him.
An overhead kick imbued with Psycho Power that can reflect projectiles. Enhanced versions strike faster.
Bison hits the opponent with a gut punch, absorbs their energy, and throws them away. EX version restores health and adds extra strikes.
He leaps through the air and can chain into Head Press or Devil Reverse. EX version is faster.
Bison drops from midair and stomps the opponent beneath him.
Bison vanishes off-screen and returns to perform a devastating cinematic Psycho Crusher.
He performs two consecutive Double Knee Presses and finishes with a slide kick or high-kick teleport ending in an Evil Stomp.
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.
He stomps the ground to launch the opponent into the air, grabs their head, and delivers a Psycho-powered strike that blasts them down.
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.
After blocking an attack, Bison surrounds himself with a Psycho force field that repels the opponent.
He quickly dodges backward and responds with a Psycho-powered open-hand strike that knocks the opponent down.
Bison uses Psycho Power to absorb projectiles or block attacks. Close-range absorption allows a counter backfist.
If a projectile is absorbed with Psycho Reflect, he can release it as a projectile against the opponent.
Bison teleports behind the opponent and delivers a Psycho knee strike.
He channels Psycho energy to enhance his teleportation, dashes, and special attacks.
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]


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.

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.

Standard Tactics: M. Bison utilizes his Psycho Power along with utilizing pawns in battle.
Weaknesses
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[343]
| Abbreviations | |||||||||||||||||
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The following messages will appear on screen when certain conditions are fufilled, an example can be found here[344] and here[345]
| Bonus Messages | |||||||||||||||||
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| Profiles |
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].
Battles (Canon only) 11 - 11 - 0
Battles (Ingrid Battle Added) 11 - 12 - 0
None.