|All appearances||+ (+ for followup)|
Executed by charging downward then pressing upward 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 backflips off again almost immediately , and can land a good distance away if desired, even if the attack is blocked.
The Head Press can optionally be followed up with a Somersault Skull Diver (サマーソルトスカルダイバー, Samaasoruto Sukaru Daibaa) by pressing punch some time after jumping off the opponent's head, but before he lands; Bison will angle himself forward as he descends and, if timed and aimed correctly, strike the opponent with a Psycho Power-infused fist.
The EX Special version introduced in the Street Fighter IV series deals more damage (200 HP instead of the standard version 120 HP damage), knocks down the opponent, moves faster and has a much more powerful followup punch. Some of these properties are shared with the EX Devil Reverse.
Bison can move very flexibly after the Head Press makes contact with an earthbound opponent, but when the Head Press 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 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 Press - completely off guard.
The Head Press' greatest advantage is that it closely resembles the Devil Reverse while Bison is leaping towards the opponent, somewhat forcing them to guess which it is in order to counter properly. If they do nothing to counter and simply block it, Bison will land just out of range and can follow up with most of his other moves.
The Head Press' greatest disadvantage is that the opponent can simply move away to avoid it and counterattack as Bison lands helplessly. This prevents Bison from using the attack ad nauseum, though this can be mitigated with a healthy mix of Head Presses and Devil Reverses.
In the Marvel vs. Capcom series, the move can be used in mid-air, and is best used during a Super Jump or an air combo.