Mister Bison from Street Fighters

Mister Bison

(Sean's profile)


This is our older, 1990s writeup for this classic Street Fighter video game character.

The main goal of this writeups series was to experiment with DCH game mechanics for SF-style signature combat techniques.

Due to reasons, this character — called Vega in Japan — was renamed M. Bison in the US release, leading to decades of hopeless confusion for the teeming masses. In some markets, he was Mister Bison or Master Bison since it making things worse is important.



  • Alter ego: Vega.
  • Marital Status: Unrevealed.
  • Known Relatives: None.
  • Group Affiliation: Shadoloo.
  • Base Of Operations: Unknown, near Thailand.
  • Height: 5’11” Weight: 254 lbs.
  • Eyes: {Color} Hair: {Color or None}


M. Bison, the psychopathic dictator and leader of the Shadowloo organization. He possesses a special kind of power that not many people have, that is the “Psycho Power”. With this, Bison can draw the power from within himself to create a special kind of aura that can harm his opponents more severely.

Bison has never done a good deed before, and has always been on the evil path.

Holding the Street Fighter tournament, Bison tries to see if he can finally attain his life-long dream of world-domination. Accomplishing this dream would take the effort of taking out people who can tarnish his ambition. Will his dream be achieved, or will there be someone who will stop this evil scumbag ?


“Get lost. You can’t compare with my powers.”

DC Universe History

The entire Street Fighter story could easily be transported into the DCU with little difficulty. However, it seems unlikely that only the Street Fighters would oppose M. Bison’s tyranny, but that’s typical of comics in which only the protagonist can save the day.

Game Stats — DC Heroes RPG

Tell me more about the game stats

M. Bison

Dex: 08 Str: 05 Bod: 05 Motivation: Power Lust
Int: 06 Wil: 09 Min: 09 Occupation: Dictator
Inf: 07 Aur: 08 Spi: 08 Resources {or Wealth}: 013
Init: 023 HP: 150

Energy Being: 08, Flight: 05, Jumping: 02, Super Power Reserve: 05

Bonuses and Limitations:

  • Energy Being is primarily used while flying (this is Bison’s “Psycho Crusher”. He also uses it selectively on his hands ; in this case Energy Being is only rated at 5 APs.
  • Energy Being adds its APs to Bison’s EV logarithmically.
  • Flight does not allow Bison to fly far off the ground, and he must land each round (he need not use his Psycho Crusher while flying, however. He may instead stomp on his opponent’s head (Blindside) or perform a flying punch maneuver (Blindside but only if gains initiative ; also may use Energy Being on hands)).
  • While performing his Psycho Crusher, Flight adds its APs to Bison’s EV logarithmically (yes, in addition to Energy Being).
  • Super Power Reserve may only be applied to his Knee Press Combat Scholar.

Later versions of Bison (and technically earlier versions, since SF Alpha occurs before SF2) have had a variety of different powers, such as Energy Blast (throwing balls of energy), Teleport, and levitation. Anime and manga also suggest that he has other “psycho powers” ala Hypnotism etc.
These may be added at GM’s discretion. However, when he has these powers, he is usually unable to do his Psycho Crusher, except when using his Super Power Reserve (see New Rules).

Martial Artist: 11

Leadership, Goons, Combat Scholar (Knee Press).

New rules

Combat Scholar is a new advantage meant to simulate Dragon Punches and other video game maneuvers that translate poorly into DCH. When the advantage is chosen, a specific flashy combat maneuver must be chosen to go with it. When this maneuver is then used, the character must Critical or Devastate.

However, the Combat Scholar gives a +1 column to AV. However, all opponents gain a +1 column to their AV when attacking this character this round.

For example, when Ryu performs a Dragon Punch, he might Critical, thereby gaining -1/+3 with his Combat Scholar. However, anyone attacking him this round (whether their actions occur before or after his) will get a +1 to hit him.

Typically, Combat Scholar maneuvers are only done when one has initiative and expects to knock down/out one’s opponent. Note that this combines well with Laying Back or Pressing the Attack.

Super Power Reserve is really just a variation on Power Reserve. It represents the Super moves that Street Fighters have, which can only be done after fighting for a while. That is, after a character with SPR has done a total of 15 RAPs of damage to opponents in a fight (these RAPs may have been bought off with Last Ditch Defense), he may then use his SPR.

When he uses the SPR, it then resets; that is, to use it again, he must score another 15 RAPs of damage. RAPs may not be saved up; that is, after doing 18 RAPs, one can not “spend” 15 and have 3 left over.

In later versions of SF, however, these RAPs may be saved up, up to 45 at a time. When SPR is purchased, the character must choose one maneuver to which it applies; often this choice is a Combat Scholar maneuver. It may be purchased multiple times if it is to be applied to several different maneuvers.

Also, many Street Fighters have movement powers which add to their EV. For example, Blanka’s Flight: 5 which may add to his STR: 4 for a total of 6. This may seem pointless, since he can have an EV of 8 with Martial Artist. However, when spending HPs to increase Martial Artist EV, one may only spend as many HPs as one’s STR.

These movement power additions are considered to add to STR for these purposes. Thus, Blanka could spend 6 Hero Points on his 8 Martial Artist EV when performing his flying ball attack, instead of the normal 4.

By Sean MacDonald.

Source of Character: Street Fighter 2 videos games (including SF2: CE, SF2T, SSF2, and SSF2T.).