Bison confirmed in SF5

I am just hoping he’s as damaging as it looks. Still looks like a lot of fun this time around

He’ll be stronger than in SF4, but can’t say how damaging he’ll be compared to other SF5 characters.
I will call the purple orb Psycho Blast and the pillar Psycho Hellfire.
By my analysis, they are back-foward-punch and down-up-punch (both require charge).

First, he has CloseHK > Cr.MP > Psycho Blast -> Headpress. This has to be damaging.
If the opponent crosses him or he crosses the opponent, he can simply Cr.MP > Hellfire. 2 hits. Knockdown. No links required.
Most of his specials deal close knockdowns, which means Bison doesn’t lose offensive and is able to keep his pressure, unlike SF4.
Cr.HK (at least counter hit) allows combos
His reversal (I believe Hellfire works like Psycho Sting) pops the enemy up, allowing Bison to keep attacking afterwards instead of simply escaping (ex psycho)

So with the release of the all the various videos over the last couple of days here are my M.Bison notes.

New animations for walking and dashing. He moves extremely slowly.

Throws
New animations for both throws. His back throw is similar to Pyscho Punisher from 4 but his forward throw is completely new.

Normals
S.LP animation change to a chop, angled towards the ground.
S.MP seems to be the same as SF4 Cl.MP with a Psycho Power effect, I’ve seen this link into C.MP
S.HP new animation more of downwards swipe

S.LK similar to SF4
S.MK similar to SF4
S.HK similar to Chun-Li’s Cl.HK in SF4 so it has considerably less range, links into C.MP.

C.LP similar to 4, looks to have slightly better range.
C.MP similar to 4 but a Pyscho Power effect.
C.HP similar to 4 but Bison stands during the animation instead of remaining crouched.

C.LK similar to 4, I’ve seen this combo into itself x3.
C.MK similar to 4, maybe more range.
C.HK traditional slide but now juggles on counter hit.

J.LP seems similar to Bison’s NJ.LP in SF4.
J.MP/Hell Attack same as 4, seen this used plenty of times in the trailer but never landed.
J.HP same as 4.
J.LK, have not seen this yet.
J.MK same as 4.
J.HK same as 4.

NJ.LK is same as 4.
NJ.HP I’ve read but not seen this is now the same as his angled J.HP
I’ve not seen any other NJ normals.

New Normal
Arcing downwards swipe that hits twice. No idea what this is, could be an overhead.

Close normal’s no longer seem to be in the game.

Specials

Pyscho Blast. Replaces Pyscho Crusher. I’ve seen this negate fireballs. The EX.version up close sets up OTG stomp combo’s. From range the EX.version turns into a very slow projectile that dissipates after travelling 3/4 of the screen

Knee Press. No longer knocks down. I’ve seen Bison getting counterhit when he’s tried to continue pressuring after landing this, I’ve also seen him block a reversal DP from Ryu. Leads me to believe this is slightly negative on hit but unlikely to be punishable. Ex.version which looks like his SFxT Super Art, knocks down.

Head Press. I’ve seen this hit as a cross up twice in the videos. Seems to have a lot of recovery on whiff. The Ex.version hits twice.

Somersault Skull Diver, allows for combo’s on hit. Still does not side switch. Not sure if Somersault Skull Diver can be performed after a hitting Ex. Head Press but its not possible after a hitting Ex.Head Press with V-Trigger active.

Devils Reverse. Now performed by pressing punch during Head Press, meaning that empty Devils Reverse is now gone. Does not appear to hit on cross up. Seems safe on block.

Pyscho Inferno. Performed by charging down then up + punch. Seen it blocked several times and never punished. I have however seen its start up being stuffed. The Ex version appears to hit behind him as well and I suspect it will be his go to reversal.

Critical Arts
Ultimate Pyscho Crusher, not a charge move and seems to be excellent anti air. Lots of recovery if whiffed or blocked.

V-Skill
Pyscho Reflect. Bison can absorb any attack, not just projectiles. If he holds down the v-skill buttons he will fire back a 2 hit projectile.

V-Trigger
***Psycho Powe***r, requires 3 bars to activate but drains very slowly unless your heavily using specials moves. This enhances many of his moves.
I’ve seen
Knee Press teleports out briefly before hitting.
Devils Reverse teleports behind your opponent.
Head Press teleports directly above the opponent.
Forward dash teleports forward. Back dash remains unchanged.
I’ve read his throw whiff animation becomes a hitting attack as well.
The start up of his V-trigger is not ivincible and I’ve seen him being hit after performing it too close to his opponent.
I’m sure there is other properties to it but that’s all I could tell in the trailers.

V-Counter
Pyscho Burst, not seen this yet.

S Tier.

@Azza Pyscho Burst looks exactly like his Critical Art and it push and knock down the opponent by dealing recoverable damage comparable to HP damage. I have seen it get used maybe only once or twice across the released videos and it looks like it has a really long recovery.

I’ve seen Ryu’s V-Counter and it appears to work the same in terms of dealing grey damage.
Gone over the videos but can’t see Bison’s V-Counter anywhere.

Updated my notes with info I’ve obtained from the various E3 videos.
Neutral jump normals and close normals are gone.

Normals
S.LP animation change to a chop, angled 45 degrees towards the ground.
S.MP seems to be the same as SF4 Cl.MP with a Psycho Power effect, links into C.MP.
S.HP new animation more of downwards swipe. Has reasonable range. Cancelable

S.LK similar to SF4
S.MK similar to SF4
S.HK similar to Chun-Li’s Cl.HK in SF4 so it has considerably less range, links into C.MP.

C.LP similar to 4, looks to have slightly better range.
C.MP similar to 4 but a Pyscho Power effect.
C.HP similar to 4 but Bison stands during the animation instead of remaining crouched.

C.LK similar to 4, I’ve seen this combo into itself x3.
C.MK similar to 4, maybe more range. Not cancelable.
C.HK traditional slide but now juggles on counter hit. Safer than before, possible safe after 2/3rd screen range.

J.LP seems similar to Bison’s NJ.LP in SF4.
J.MP/Hell Attack same as 4, can combo into Critical Art or Pyscho Inferno.
J.HP same as 4.
J.LK, same as NJ.LK in 4.
J.MK same as 4.
J.HK same as 4.

New Command Normal
DF+HP. Arcing downwards swipe that hits twice. Can link into S.LK. Not an overhead.

Specials

Pyscho Blast. Replaces Pyscho Crusher.Negates fireballs. The EX.version up close sets up OTG Head Press combo’s. Also seems to work as anti air but trades in this role.
From range the EX.version turns into a very slow projectile that dissipates after travelling 3/4 of the screen which also juggles on hit.

Knee Press. No longer knocks down. Light is safe on block and can be comboed from light normals. Hard Knee Press is apparently safer than medium KP due to push back. Ex.version knocks down. First hit can be cancelled into Critical Art.

Head Press. Can hit as a cross up. Seems to have a lot of recovery on whiff. The Ex.version hits twice. Can be cancelled into Critical Art.

Somersault Skull Diver, allows for combo’s on hit. Still does not side switch. Not possible to use this after Ex.Head Press hits. No Ex version of this move.

Devils Reverse. Now performed by pressing punch during Head Press, meaning that empty Devils Reverse is now gone. Punch strength determines angle. Can be spaced to make safe/offer frame advantage
Does not appear to hit on cross up. Ex version hits twice. (note EX. Head Press is separate from Ex.Devils Reverse and Ex. Devils Reverse can be done off a a none EX. Head Press)

Pyscho Inferno. Sets up OTG Head Press combo’s on hit. Can be combo-ed into from Hell Attack. If done as a meaty can offer frame advantage. If done early can be used as anti air. Never a true block string.
Ex.Version can counter cross ups.

Critical Arts
Ultimate Pyscho Crusher, performed by 2xQCF+K. Seems to be excellent anti air, easy to cancel into from Knee Press and Head Press. Lots of recovery if whiffed or blocked. Bison’s only invincible move. Can be performed in air. Can also be be combo-ed into from Hell Attack.
If it hits from distance, will not go into full animation.

V-Skill
Pyscho Reflect. Bison can absorb any attack, not just projectiles. If he holds down the v-skill buttons he will fire back a 2 hit projectile.
Absorbs only 1 hit. Reflect without projectile build’s Ex meter while the return projectile builds V-Trigger instead.

V-Trigger
Psycho Power, requires 3 bars to activate but drains very slowly unless your heavily using specials moves. This enhances many of his moves.
Increases damage slightly.
Knee Press teleports out briefly before hitting, slower start up so does not combo from cancels any more.
Devils Reverse teleports behind your opponent.
Head Press knocks down on hit and on block Bison lands directly in front of opponent safely (possible with frame advantage)
Ex.Head Press Teleports directly above the opponent.
Forward dash teleports forward with a few frames of recovery. Back dash remains unchanged.
I’ve read his throw whiff animation becomes a hitting attack as well.
The start up of his V-trigger is not hit invincible (possibly throw invincible though) and I’ve seen him being hit after performing it too close to his opponent.

V-Counter
Pyscho Burst, same as the start up animation of his Critical Art.