^Bison anti-airs were mentioned in Middlekick’s post. Crouching Fiece and Jab are also worth mentioning…I think crouching Jab beats Akuma’s divekick if timed right…? Don’t remember. You can combo crouching Jab xx Short Knee Press as ant-air even without a Counter Hit.
A-ISM advantages:
-Supers are actually good. Knee Press Nightmare is deceptively quick, and does decent damage. Level 2/3 pass through fireballs. Psycho Crusher does disproportionate Counter Hit damage- Level 3 normally does like 45% damage, but will do ~60% IIRC if it lands on a Counter Hit. Even Level 1 does like 25% if it lands on a Counter Hit, though it has such crappy priority, I don’t think that really matters. Level 3 is good as anti-air, I don’t know about Level 2.
-AC is good. It’s the teleport, which automatically gets you out of the corner. You can also AC and not teleport behind them, maintaining your position. The AC actually takes up a shorter amount of time than blockstun, which makes it easier to punish some things.
V-ISM advantages:
-Better normal attacks; V-ISM gains controllable normals, like all V characters. So V-Bison gets to use far standing Fierce as anti-air, for example.
-Gains meter more quickly, since V/X gain meter at a faster rate than A.
-More damaging anti-air, because of the VC.
The problem with V-Bison is that the VCs are harder to land than you’d think. Say, (VC3) crouching Strong xx Knee Press into whatever works to start a VC, but actually will whiff vs crouching characters. It works if you use VC1 (you may actually need to use crouching Jab/Short…?), but that lessens the damage, since you’re starting off with twice the number of hits. Anti-air VC can be started with standing Short, crouching Strong, standing Strongs etc, but at least for me, is a pain in the ass. You have a small window to cancel into the Knee Press, and you can’t charge while the screen is paused, which takes some getting used to. You do get stupid guard damage VCs with V-Bison, however.
A-Bison has an easier time countering pokes and can punish things with the kick super, and his AC is a bit better for runaway, though V’s can serve mostly the same purpose. Level 1 kick super (L2/3 also?) is safe if blocked, so you can do stupid tricks, like do the super, and then do another super if they try to retaliate. The problem with the Psycho Crusher is that it doesn’t always get maximum damage, and will sometimes even only get one hit. If someone is doing an attack where the main part of thier body is far behind them or is retracting (say, Gen’s crouching Fierce, or Chun Li’s standing Roundhouse as hypotheticals), the Psycho Crusher won’t travel fast enough to connect for all hits unless you start the super when very close to them. Level 3 is the useful version, I haven’t messed around much with the level 2 very much, but Level 1 doesn’t seem so hot. The super, moreso at level 3, is hard to VC through when jumping, however. You can activate and then walk forward, IIRC, but I don’t know who if anyone can attack successfully. Walking into a level 3 super is counterintuitive, however, so a lot of people will get hit by it.
I personally would to with A-Bison over V, for both ease of use, and being better overall. Bison seems to poke a lot, and while V-Bison has the better selection of normals, A does slightly more damage, and the supers give him better options for punishing attacks. Definitely easier if not better.
Anyway, more general Bison notes-
Knee press goes over sweeps and other low attacks.
Close standing Fierce dosn’t cause a Major Counter for some retarded reason.
Teleport is invincible from the start. If you want to up your chances of getting a revesal teleport, hold down all the punches, do the teleport motion, and release all 3 punch buttons as you hit all 3 kick buttons.
Bison is actually pretty fast. You can get away with walkup->throw once or twice. Speaking of the throw, if you throw someone in the corner you can tag them with crouching/standing Fiece if their air recover.
The Skull Diver at the end of the head stomp can be safe if you hit it super, super, reidiculously, unrealistically deep. You can actually link a Jab after it. You get stupid games with the head stomp, like doing it then flying across the screen, vs doing it and doing the Skull Diver afterwards, or even doing it and then flying behind them. if someone is getting up, you can actually land the stomp really deep, which makes it harder to counter what you do afterwards, and can also act sorta like a crossup.
Teleports: backwards DP+3P= staying in your same position, IIRC. Flashy way of dodging things. Backwards DP+3K= teleporting far away from your opponent. DP+3P= Teleports right in front of the opponent IIRC. DP+3K= teleports behind opponent.
I think pretty much everything else has been mentioned.