SummaryNormals and Unique Attack :Normals :Standing Normals :Close

- Standard Jab. Can link into itself and many other normals.
- Cancelable.
- Safe on Block : +2
- Damage : 30, 37 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun.
Far

– Pretty much the same as the Close one.
- Not Cancelable.
- Safe on Block : -2
- Damage 30, 37 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun.
Close

– A move that is only useful in combo. Crouching and Far Standing are better.
- Cancelable.
- Safe on Block : +1
- Damage : 60, 75 on Counter Hit.
- Counter Hit Properties : Extra frames of Hitstun.
Far

– A rather good poke. What it's make this one better that the Close one is the fact that you can easily Hit Confirm into a Cross Rush or Psycho Crusher/Double Knee Press/Knee Press Nightmare.
- Cancelable.
- Safe on Block : +2. Also, if you hit your opponent at max range, it's difficult to punish you even more.
- Damage : 60, 75 on Counter Hit.
- Counter Hit Properties : Extra Frames of Hitstun.
Close

– Bison throws an uppercut Psycho Power-infused in his opponent's face. Its main use is in combo and for Cancel, especially Hard Double Knee Press. If it hits a Crouching Opponent, it will force them to stand.
- Cancelable.
- Safe on Block : -1
- Damage : 90, 112 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun.
Far

– Bisons throws a Psycho Power-infused fist in front of him. A good poke that can lead to good damage if you have a Charge. With this move, you can easily Hit Confirm into a Launcher and you can deal good damage with a Double Knee Press Juggle. It's also a rather good anti-air if you timed it correctly and you're opponent is jumping in front of you.
- Cancelable.
- Unsafe on Block : -7. However, if you hit your opponent at max range, it's difficult to punish you.
- Damage : 90, 112 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun.

– Bison throws a fast knee at the opponent's face. A fast move that can be link into or from with many normals.
- Cancelable.
- Safe on Block : +3
- Damage : 30, 37 on Counter Hit.
- Counter Hit Properties : Extra frames of Hitstun, that's all.
Close

– Bison kicks his opponent's legs. Not much useful.
- Not Cancelable.
- Safe on Block : +3
- Damage : 60, 75 on Counter Hit.
- Counter Hit Properties : Extra frames of Hitstun.
Far

– A fast poke that has good range. Use it mainly to Hit Confirm on a Cross Rush. If you hit at max range, use the Hard Kick to Hit Confirm.
- Not Cancelable.
- Relatively Safe on Block : -3. However, if you hit your opponent at max range, it will be difficult to punish you.
- Damage : 60, 75 on Counter Hit.
- Counter Hit Properties : Extra frames of Hitstun.

– Bison kicks the opponent in the face. A fast poke with amazing range that can be easily Hit Confirm in a Launcher. It's also a good Anti-Air if your opponent jump in front of you. Since Bison has a fast walkspeed, you can walk back to intercept your opponent in the air more easily.
- Not Cancelable.
- Relatively Safe on Block : -3. However, if you hit your opponent at max range, it will be difficult to punish you.
- Damage : 90, 112 on Counter Hit.
- Counter Hit Properties : Extra frames of Hitstun.
Crouching Normals :Cr.

– Pretty much the same thing as the Close Standing Light Punch.
- Cancelable.
- Safe on Block : +1
- Damage : 30, 37 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun.
Cr.

– Bison punches in front of him. A rather slow attacks but it's really useful in combo and as a poke. With this move, you can easily Hit Confirm into a Cross Rush or cancel it into a Psycho Crusher/Double Knee Press.
- Cancelable.
- Safe on Block : +1
- Damage : 60, 75 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun, enough to cancel this move into Hard Double Knee Press.
Cr.

– Bison throws a Psycho Power-infused uppercuts. It's a slow move that isn't really useful. Use it has an anti-air but it's hard to time it correctly so you will need some training. Also, when hitting an airborne opponent, it doesn't deal the same damage when hitting a grounded opponent. It also forces to stand.
- Not Cancelable.
- Unsafe on Block : -4
- Damage : 90, 112 on Counter Hit (Grounded Opponent). 60, 75 on Counter Hit (Airborne Opponent).
- Counter Hit Properties : A few extra frames of Hitstun.²
Cr.

– Bison kicks his opponent's foot. You're main pressure tool, especially in corner. Unfortunately, this move has been nerfed and it's harder to link into itself than it was in SSF4 AE.
- Cancelable.
- Safe on Block : +1
- Damage : 30, 37 on Counter Hit.
- Counter Hit Properties : Extra frames of Hitstun, again.
Cr.

– Bison kicks his opponent's foot. A little less useful than Cr. Medium Punch since its range isn't as long as the Medium Punch but it's the same speed. It's just a Cr. Medium Punch with a little less range.
Cancelable.
Safe on Block : -2
Damage : 60, 75 on Counter Hit.
Counter Hit Properties : A few extra frames of Hitstun, enough to cancel this move into Hard Double Knee Press.
Cr.

– Bison slides toward his opponent and knocked him down. This move is a slide so it moves you forward. If you want to use it, use it at max range, since it's unsafe on block. Only use it to punish really unsafe move or in Cross Rush, if you want to knockdown your opponent.
- Not Cancelable.
- Unsafe on Block : -12
- Damage : 90, 112 on Counter Hit.
- Counter Hit Properties : Nothing.
Jumping Normals :Neutral Jump :
J.

– Bison throws a jab while jumping. It's a bit slow but it's a good Air-To-Air move.
- Not Cancelable.
- Safe on Block : +4
- Damage : 40, 50 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
J.

– THIS MOVE IS COMPLETELY USELESS. Don't ever think about using it.
- Not Cancelable.
- Safe on Block : +5
- Damage : 70, 87 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
J.

– Bison punches in the air with a Psycho Power-infused fist. A slower and better version of the Jumping Neutral Medium.
- Not Cancelable.
- Safe on Block : +8
- Damage : 100, 125 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
J.

– Bison kicks in the air while jumping. This move is a good Air-To-Air, it's fast and as enough range.
- Not Cancelable.
- Safe on Block : +4
- Damage : 40, 50 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
J.

– Bisons kicks in the air while jumping. A really good Air-To-Air move, it's fast and has better range than the Light Kick one. Cool move.
- Not Cancelable.
- Safe on Block : +5
- Damage : 70, 87 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
J.

– Bison kicks in the air while jumping, aiming downward. It's a good Air-To-Air move, especially against Jump-In : Jump at the same time as your opponent and when kicking, the enemy will be under you and will be hit by the kick. It's also a good Combo Starter.
- Not Cancelable.
- Safe on Block : +8
- Damage : 100, 125 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
Angled Jump :
J.

– Bison throws an attack like the J. Normal Medium Punch. Don't judge it to fast, this move is useful because you can use it in a Backward Jump to protect you from a Jump-In.
- Not Cancelable.
- Safe on Block : +4
- Damage : 40, 50 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
J.

– Bison punches in the air while jumping. This move is a really good Air-To-Air move because, when it hits an airborne opponent, it immediately puts them in a Juggle State, allowing you to combo after. But it's much useful to continue with his Target Combo for easier and more damaging combo.
- Not Cancelable.
- Safe on Block : +5
- Damage : 70, 87 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun.
J.

– Bison aims downward with two Psycho Power-infused hands. A good Jump In move and Air-To-Air one if you do a Backward Jump. It can also Cross-Up the opponent but you need some spacing for.
- Not Cancelable.
- Safe on Block : +8
- Damage : 100, 125 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
J.

– Bison throws his knee while jumping. A good Air-To-Air move, especially if you're close to Jump-In opponent.
- Not Cancelable.
- Safe on Block : +4
- Damage : 40, 50 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
J.

– Bison throws his knee while jumping. This is your main Cross-Up move. It's also a good Air-To-Air move.
- Not Cancelable.
- Safe on Block : +5.
- Damage : 70, 87 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
J.

– Bison kicks in the air. A really good Jump In and Air-To-Air (mostly in a Backward Jump) move because of it's huge range. But this move got a little nerf : in AE, you can Cross-Up with this move, not in SFXT anymore.
- Not Cancelable.
- Safe on Block : +8
- Damage : 100, 125 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun. When hitting an airborne opponent, it will put them in a Juggle State.
Unique Attacks :Hell Attack : In an angled jump :

– Bison punches the opponent and then throws another fist infused in Psycho Power. If you manage to land the first hit, go for the second (even if it might whiff) because it allows to combo really easily. It is also useful after a Tag Cancel from an Uppercut-like move. Coll move then.
- Not Cancelable.
- Safe on Block : +5
- Damage : 140, 157 on Counter Hit.
- Counter Hit Properties : A few extra frames of Hitstun.