Head Press



The Head Stomp, also known as the Head Press, is one of M. Bison's special attacks. Executed by charging down and then pressing up and kick, Bison leaps into the air and lands perfectly on his opponent's head, in a standing position with his arms folded. He then almost immediately backflips off again, and can land a good distance away if desired, even if the attack is blocked.

He can move very flexibly after the Head Stomp makes contact with an earthbound opponent, but when the head stomp hits an airborne opponent, the control over mobility is not as flexible. As the attack can allow Bison to leap clear to the other side of the screen, it works well to get over fireballs. The Head Stomp can optionally be followed up with a Somersault Skull Diver by pressing punch some time after jumping off the opponent's head, but before he lands. When this move is performed, Bison will angle himself forward as he descends and, if timed and aimed correctly, strike the opponent with a Psycho Power-infused fist. The timing window and hit box for this second attack can be quite strict depending on the game version, but it can take an opponent - expecting Bison to rebound far away after the Head Stomp - completely off guard.

The Head Stomp's greatest advantage is that it closely resembles the Devil Reverse while Bison is leaping towards the opponent. Because of this, the opponent will have to guess which it is in order to counter properly, and if they guess incorrectly, they will likely be hit. If they do nothing to counter and simply block it, Bison will land just out of range and can follow up with one of his other moves, such as the sliding kick.

The Head Stomp's greatest disadvantage is that the opponent can simply walk backward to avoid it, and counter-attack as Bison lands helplessly. This prevents Bison from using the attack ad nauseum, but again, does not work if it turns out that the attack is in fact the Devil Reverse.

A possible mid-air version of this move exists in the Marvel Comics-based Capcom games, and is best used during a super jump or an air combo, due to its charge down-up motion.