Low Hit-Checks
COMBO 1
While charging
, crouching 
crouching 
standing
(moving from
to
charge) then cancel into either:
From charge, ![]() ![]() ![]() |
|---|
|
120 damage, 259 stun (doesn’t work during V-Trigger) |
From charge, ![]() ![]() ![]() ![]() |
|---|
|
177 damage, 329 stun (requires one stock of EX gauge; 190 damage during V-Trigger) |
During V-Trigger, ![]() ![]() ![]() ![]() |
|---|
|
141 damage, 259 stun |
During V-Trigger, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
243 damage, 379 stun (requires one stock of EX gauge) |
M. Bison’s hit-check off of a point-blank crouching
. This combo requires flush distance, and the normals must be chained instead of linked to combat pushback. This is ideal after aggressively dashing into an adversary’s body, after deep frontal jump-ins, or after ambiguous cross-up
.
During Psycho Power, M. Bison’s dash becomes a pass-through action, so accurate point-blank distance is harder to achieve without jump-ins. To compensate when you’re not sure about distance after dashing in during V-Trigger, hit-check with standing
x2 or crouching 
standing
canceled into V Psycho Blast (Combo 3). If desired, cancel V Psycho Blast into immediate V EX Double Knee Press (which you can do by simply inputting 



, no charge required) for significant extra damage. You can’t combo directly into V Double Knee Press from light attacks during V-Trigger because this is a rare instance of the V-version of a move being slower than the normal version.
COMBO 2a
Crouching
OR crouching
canceled into either:
From charge, ![]() ![]() ![]() |
|---|
|
113/123 damage, 190 stun |
![]() |
|---|
|
133/143 damage, 190 stun |
From charge, ![]() ![]() (one hit, ![]() ![]() ![]() ![]() ) |
|---|
|
122/132 damage, 190 stun (350/360 damage with Critical Art, requires full EX gauge) |
From charge, ![]() ![]() ![]() ![]() |
|---|
|
186/196 damage, 280 stun (requires one stock of EX gauge) |
From charge, ![]() ![]() ![]() ![]() ![]() ![]() ![]() standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
288/298 damage, 399 stun (requires full V-Gauge and one stock of EX gauge) |
During V-Trigger, ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
303/313 damage, 350 stun (requires one stock of EX gauge) |
During V-Trigger, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
375/385 damage, 450 stun (requires two stocks of EX gauge) |
During V-Trigger, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
409/419 damage, 486 stun (requires full EX gauge) |
COMBO 2b
Crouching
canceled into either:
![]() |
|---|
|
152 damage, 190 stun |
![]() ![]() ![]() (start charging ), juggle ![]() ![]() ![]() |
|---|
|
218 damage, 275 stun (requires one stock of EX gauge) |
An assortment of options follows from crouching
or
. Crouching
has the advantage of hitting low, so this is useful as a frontal low hit-check or after cross-ups. While crouching
can be blocked standing or crouching, it also hits one frame faster, deals slightly more damage, and leaves M. Bison much better off when blocked. This is better when you think your challenger has left you an opening to poke, but not quite enough for standing
. Crouching
also creates a little more hitstun, so canceling crouching
into MP/EX Psycho Inferno works, whereas these options don’t work from crouching
.
On block, canceling to MP Psycho Blast leaves M. Bison at -1 guarded, while MK Double Knee Press leads to -3, on the fringe of relative safety, and blocked Psycho Inferno leaves him at a punishable disadvantage. You won’t have time to confirm off of single pokes canceled into specials, so you’ll be making an educated guess on the risk you’re willing to devote to the special cancel.
Grounded Hit-Checks
COMBO 3
While charging
, crouching 
standing
OR standing 
standing
then cancel into:
From charge, ![]() ![]() ![]() |
|---|
|
113 damage, 213 stun (doesn’t work during V-Trigger) |
From charge, ![]() ![]() ![]() ![]() |
|---|
|
177 damage, 293 stun (requires one stock of EX gauge) |
From charge, ![]() ![]() ![]() |
|---|
|
113 damage, 213 stun (must be flush with foe) |
After storing charge during link, ![]() ![]() ![]() ![]() ![]() ![]() ![]() standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
249 damage, 385 stun (requires full V-Gauge and one stock of EX gauge) |
During V-Trigger, ![]() ![]() ![]() ![]() |
|---|
|
137 damage, 213 stun |
During V-Trigger, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
256 damage, 353 stun (requires one stock of EX gauge) |
A light hit-check with one poke fewer than Combo 1. This combo also gives up the low hit but is generally much more reliable, not requiring totally flush distance or perfect normal chaining. One hit fewer also means that you have less time to charge up specials, so keep that in mind off of tight situations like late cross-ups. Try to pre-prep a little charge, like dashing in and immediately holding
during the dash, before going for point-blank pokes.
Your combo enders come down to preference, to some extent. Combos ending in Double Knee Press keep the opponent on their feet, perhaps in position to foolishly eat Crush Counter standing
. However, they deal less damage, require back charge, and give up momentum when blocked (unless you adjust to blocked hit-checks by canceling to HK Double Knee Press, which can be nice but is far from an airtight contingency). Combos ending in Psycho Blast knock the opponent down toward the corner and are M. Bison’s safest options on block, but they can be finicky with range unless M. Bison is up close.
If you have V-Gauge filled up, any confirm into Double Knee Press becomes a potential Psycho Power starter. If you slap 

during Double Knee Press hits, the game will buffer the command forward an abnormally long time, causing M. Bison to immediately enter his Psycho Power state when his feet touch down as his target remains in hitstun. You can link immediately after the screen freeze (after LK or MK DKP canceled to Psycho Power, link standing
; after HK DKP, link crouching
). When you have Psycho Power activated, V Psycho Blast becomes a much more appealing combo ender than normal (especially from light pokes) and requires no charge.
COMBO 4
Standing 
crouching
then cancel into:
![]() |
|---|
|
194 damage, 270 stun |
![]() |
|---|
|
425 damage, 270 stun (requires full EX gauge) |
![]() |
|---|
|
226 damage, 310 stun (requires one stock of EX gauge) |
After storing charge during link ![]() ![]() ![]() |
|---|
|
178 damage, 270 stun (doesn’t work during V-Trigger) |
After storing charge during link ![]() ![]() ![]() ![]() |
|---|
|
234 damage, 350 stun (requires one stock of EX gauge) |
After storing charge during link, ![]() ![]() (one hit) ![]() ![]() ![]() ![]() ![]() |
|---|
|
377 damage, 230 stun (requires full EX gauge) |
After storing charge during link, ![]() ![]() ![]() ![]() ![]() ![]() ![]() standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
314 damage, 442 stun (requires full V-Gauge and one stock of EX gauge) |
During V-trigger, ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
337 damage, 410 stun (requires one stock of EX gauge) |
During V-trigger, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
408 damage, 495 stun (requires two stocks of EX gauge) |
During V-Trigger, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
422 damage, 523 stun (requires full EX gauge) |
M. Bison’s staple bread-and-butter hit-check up close. After standing
linked to crouching
, basically his whole combo catalog is open to you. This hit-check doesn’t require totally point-blank distance, but it won’t work from farther out than about a half-step. If successful, use Double Knee Press enders to keep the foes close, use Psycho Blasts for corner pushes, and use Psycho Inferno for damage or for when you don’t have charge built up. With or without charge, SFV M. Bison can take advantage of clean hits.
When Psycho Power is active, standard damage potential off of regular hit-checks soars through the roof if you have EX Gauge to spare. Launch your enemies with V Psycho Inferno and then juggle with V EX Double Knee Press, or confirm into V LK Double Knee Press, cancel that immediately into V EX Psycho Inferno, and then juggle with V EX Double Knee Press.
COMBO 5


OR Standing 
crouching
then cancel into:
![]() ![]() (![]() ![]() ![]() ![]() ) |
|---|
|
214 damage, 270/320 stun (445 damage with Critical Art, requires full EX gauge) |
![]() |
|---|
|
246 damage, 310/360 stun (requires one stock of EX gauge) |
After storing charge during link, ![]() ![]() ![]() |
|---|
|
198 damage, 270/320 stun |
After storing charge during link, ![]() ![]() ![]() ![]() |
|---|
|
254 damage, 350/400 stun (requires one stock of EX gauge) |
After storing charge during link, ![]() ![]() (one hit) ![]() ![]() ![]() ![]() ![]() |
|---|
|
397 damage, 230/280 stun (requires full EX gauge) |
After storing charge during link, ![]() ![]() ![]() ![]() ![]() ![]() ![]() standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
During V-trigger, ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
357 damage, 410/460 stun (requires one stock of EX gauge) |
During V-trigger, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
428 damage, 495/545 stun (requires two stocks of EX gauge) |
During V-Trigger, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
442 damage, 523/573 stun (requires full EX gauge) |
M. Bison’s heaviest pokes have interchangeable roles in combos. Since standing
and Psycho Axe are also M. Bison’s Crush Counter starters, you’ll be using them often. Both moves link to crouching
even on a normal hit, and then you can cancel into his usual array of follow-ups. Standing
is a close-range counter-hit fishing poke, good after point-blank jab ticks or LK Double Knee Press on hit. Psycho Axe is M. Bison’s farthest-reaching combo starter. It also serves as the follow-up hit on his Shadow Axe target combo and can lead into this combo if the foe blocks standing
and then eats 

. (If Shadow Axe’s standing
counter-hits, you can link into crouching
, as shown here.)
Standing
does more stun damage than Psycho Axe. Both moves have skyrocketing potential on counter-hit, as shown in Combo 8.
COMBO 6a
Flush with target, crouching 




standing 
crouching
then cancel into either:
![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
359 damage, 500 stun (requires full V-Gauge and one stock of EX gauge) |
From charge, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
404 damage, 555 stun (requires full V-Gauge and two stocks of EX gauge) |
COMBO 6b
From max range, crouching 




standing
then cancel into either:
![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
347 damage, 460 stun (requires full V-Gauge and one stock of EX gauge) |
![]() |
|---|
|
410 damage, 530 stun (requires full V-Gauge and two stocks of EX gauge) |
The first hitting frame of crouching
is M. Bison’s strongest normal hit, so you can use it to add a little oomph to V-Trigger-activation combos when you’re certain you’re going to get a hit. This means that it’s good after clean jump-ins, for non-Crush Counter whiff-punishes, and against dizzied targets. Cancel crouching fierce into Psycho Power immediately, then link after the screen freeze right away.
Jump-Ins
COMBO 7
Jump-in
, standing
then cancel into:
From charge, ![]() ![]() ![]() |
|---|
|
234 damage, 365 stun |
From charge, ![]() ![]() ![]() ![]() |
|---|
|
282 damage, 445 stun (requires one stock of EX gauge) |
From charge, ![]() ![]() (one hit) ![]() ![]() ![]() ![]() ![]() |
|---|
|
433 damage, 325 stun (requires full EX gauge) |
![]() ![]() (![]() ![]() ![]() ![]() ) |
|---|
|
250 damage, 365 stun (with Critical Art, deals 457 damage and requires full EX gauge) |
From charge, ![]() ![]() ![]() ![]() ![]() ![]() ![]() crouching ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
433 damage, 595 stun (requires full V-Gauge and two stocks of EX gauge) |
During V-Trigger, ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
385 damage, 505 stun (requires one stock of EX gauge) |
During V-Trigger, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
464 damage, 590 stun (requires two stocks of EX gauge) |
During V-Trigger, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
478 damage, 618 stun (requires full EX gauge) |
This is a simple opening for clean frontal looks, like after jumping in over a fireball. If blocked, cancel standing
to HP Psycho Blast, which leaves M. Bison at +2, keeping tempo advantage. The extra hitstun on standing
allows cancels into HK Double Knee Press and HP Psycho Inferno to work (and V MK Double Knee Press, during V-Trigger).
From cross-up jumping
, you’ll want to immediately fish for/confirm into Combo 1, 2, 3, or 4, depending on the situation.
Grounded Counter-Hits
COMBO 8a
Counter-hit standing 




crouching
then cancel to either:
COMBO 8b
Counter-hit 


standing 
crouching
then cancel to either:
![]() ![]() (![]() ![]() ![]() ![]() ) |
|---|
|
288 damage, 420/405 stun (486 damage with Critical Art, requires full EX gauge) |
(Start charge just after ![]() ![]() ) ![]() ![]() ![]() ![]() |
|---|
|
322 damage, 490/475 stun (requires one stock of EX gauge) |
(Start charge just after ![]() ![]() ) ![]() ![]() ![]() ![]() ![]() ![]() ![]() standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
378 damage, 555/540 stun (requires full V-Gauge and one stock of EX gauge) |
While charging , standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() crouching ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
439 damage, 625 stun (requires full V-Gauge and two stocks of EX gauge) |
While charging , standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() crouching ![]() ![]() ![]() ![]() ![]() (one hit) ![]() ![]() ![]() ![]() ![]() |
|---|
|
451 damage, 480 stun (requires full V-Gauge and full EX gauge) |
With V-Trigger active, ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
409 damage, 540/525 stun (requires one stock of EX gauge) |
With V-Trigger active, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
465 damage, 610/595 stun (requires two stocks of EX gauge) |
With V-Trigger active, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
477 damage, 630/615 stun (requires full EX gauge) |
Psycho Axe and standing
both cause extra-long hitstun on counter-hit. It’s so much for either of them that you can just link one into the other, in either order.
If guarded, Psycho Axe leaves M. Bison at +1, while standing
leaves him at +3. Don’t perform the follow-ups on autopilot; confirm a successful Crush Counter before executing a sequence like standing
into Psycho Axe. Otherwise, the gap is really dangerous unless your opponent is supremely passive. There’s also no mix-up; standing
and Psycho Axe are both mid-hitting, and neither is fast. On block, default to Combo 5 follow-ups, canceling crouching
into something. Blocked standing
into immediate crouching
is a three-frame gap, good against all but the fastest attacks. After blocked Psycho Axe, immediate standing
(Combo 2’s starter) also leaves only a three-frame gap.
COMBO 9
Counter-hit 

then depending on range:
Close to mid range, start charging , standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() crouching ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
439 damage, 569 stun (requires full V-Gauge and full EX gauge) |
Close to mid range, start charging , standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() crouching ![]() ![]() ![]() ![]() ![]() (one hit) ![]() ![]() ![]() ![]() ![]() |
|---|
|
451 damage, 420 stun (requires full V-Gauge and full EX gauge) |
Max range, with charge, ![]() ![]() ![]() ![]() ![]() ![]() ![]() standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
334 damage, 419 stun (requires full V-Gauge and one stock of EX gauge) |
With V-Trigger active, standing ![]() ![]() ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
391 damage, 475 stun (requires one stock of EX gauge) |
With V-Trigger active, standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|---|
|
470 damage, 560 stun (requires two stocks of EX gauge) |
With V-Trigger active, start charging , standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() , juggle ![]() ![]() ![]() ![]() ![]() |
|---|
|
484 damage, 588 stun (requires full EX gauge) |
Psycho Axe’s greatest strength is its long reach, potentially scoring Crush Counters from half the screen away (or from even farther if the opponent obliges by sticking their own limbs forward, extending hurtboxes). To have enough charge for special follow-ups, start charging
immediately after the 

input. It’s easy to link standing 
HK Double Knee Press after visually confirming a Crush Counter hit, and standing
has great reach.
Combos into Psycho Power from HK DKP allow for medium links into V LK DKP after the screen freeze. For the V-Trigger variant using three EX V-specials, cancel them back-to-back-to-back as quickly as possible. This is barely more damage and more meter-costly than just finishing with V EX Inferno to V EX Head Press, but it illustrates another possible M. Bison juggle for fun.
After hits from the very tip of Psycho Axe’s range, where standing
barely whiffs, you’ll have to just go with immediate MK Double Knee Press.
Anti-Air Combos
COMBO 10a
Air-to-air jumping
, land, 

(



)
|
149 damage, 190 stun (386 damage with Critical Art, requires full EX gauge) |
COMBO 10b
Preemptive air-to-air vs. opponent jumping in: forward jumping 

, 

(



)
|
185 damage, 209 stun (416 damage with Critical Art, requires full EX gauge) |
COMBO 10c
Late jump-in
vs. airborne foe: jumping
, land, jumping 

, 

(



)
|
214 damage, 286 stun (412 damage with Critical Art, requires full EX gauge) |
Jumping
and its Hell Attack target combo follow-up both lead to juggle states against airborne foes. Early jumping
can get you into trouble if you use it too often or make bad reads with it, but the payoff for getting it right can be big. Catching the enemy air-to-air into a Hell Attack juggle is an easily verifiable tool, and it also becomes high-damage if you’re loaded with EX Gauge. You can juggle with Psycho Inferno if you time your Hell Attack to juggle properly. EX Double Knee Press can also juggle but isn’t worth the gauge unless it will K.O., while Psycho Blast can be useful to juggle from ranges where you’re not sure if Psycho Inferno will make M. Bison step under the challenger’s falling body. You’ll want a little space in front of M. Bison when he lands for Psycho Inferno to work, so play with Hell Attack against a jumping dummy in Training Mode to get used to it.
Most of the time, you’ll likely get the 10B variant listed, with jumping
into a delayed Hell Attack working as a hit-check and position-corrector. M. Bison’s defense up close can be weak, so aggressive foes like Karin and Laura may follow up blocked close-range assaults by going for cross-ups from relatively close. Scout one of these attempts out, and you can preempt it with jumping
into Hell Attack. If you happen to hit a jump-in
against someone airborne low to the ground, you can actually then jump and juggle with both hits of this sequence again. This still allows enough juggle potential to tack on grounded juggles if you properly time your hits against their floating form.
V-Trigger and Situational Combos
COMBO 11a
From just inside full screen, charge
, 


and immediately charge
, 

, hold
to drift forward after Head Press, then juggle falling
(Somersault Skull Diver), land and juggle 



|
352 damage, 520 stun (requires two stocks of EX gauge) |
COMBO 11b
From just inside full screen, charge
, 


and immediately charge
, 

, hold
to drift forward after Head Press, then juggle falling
(Somersault Skull Diver) while charging
, upon landing 





, 








|
401 damage, 585 stun (requires full V-Gauge and two stocks of EX gauge) |
This is an almost full screen combo that requires exacting charge timing. This is not even necessarily an impractical combo, given how powerful it is for M. Bison to put EX Psycho Blast in play and then move forward. The animation for throwing EX Psycho Blast gives you enough time to fully charge Head Press so you can perform it immediately. Ideally, Head Press hits the enemy slightly before EX Psycho Blast. Hold
just a bit before juggling them with falling Somersault Skull Diver and holding
; you need a back charge, but you can’t hold
immediately after Head Press, or you’ll whiff the Skull Diver. Upon landing, you can juggle EX Psycho Inferno. With full V-Gauge near a corner, you can V-Trigger cancel LP Psycho Blast upon landing, then juggle V Psycho Inferno
V EX Double Knee Press.