The Double Knee Press (ダブルニープレス Daburu Nii Puresu?), also known as the Scissor Kick, is one of M. Bison's special attacks, introduced with him in the Street Fighter II series.

Appearance Input
Most appearances Arcade Stick CBArcade-Stick-Right + Arcade Button Kick
Marvel vs. Capcom series Arcade Modifier (Air) Arcade Stick HCF + Arcade Button Kick



Ryu blocks the Double Knee Press in Street Fighter V

Executed by charging backward, then pressing forward and kick, M. Bison performs a forward somersault with his legs outstretched, kicking the opponent up to twice and aiming to land on the opponent's knees.


The move is generally unsafe on block, as it may leave Bison open. However, when properly spaced to land only one hit, it can be quite safe and useful in pindown strategies. The Scissor Kick can also knockdowns if the opponent tries low attacks or attempts to counter standing kicks, and has some limited use as an anti-air.

The execution speed, distance traveled, and damage output are determined by the kick button pressed. The Light version has the fastest startup, but travels the shortest distance. It also inflicts the least amount of damage. On the other hand, the Heavy version has the slowest startup, but travels the farthest. I also inflicts the most damage. In the Marvel vs. Capcom series, the attack has a half-circle motion and can also be used in the air. Each version is minus on block, with the Light version being the least safest at -4 and the Heavy version being the safest at -2.

The EX Special version introduced in Street Fighter IV has a much faster startup and goes farther; its second kick hits twice and knocks the opponent even further away ("Die!"). In Street Fighter X Tekken, M. Bison instead performs a variant of the Knee Press Nightmare. Similarly, in Street Fighter V the EX Special version has Bison kick his opponent twice before pushing off with both feet and slamming his foe to the ground, similar to the Knee Press Nightmare from the Capcom vs. SNK games and like the name implies, pressing down on his foe's knees. 

It is an effective way to create space or to quickly secure the round. It is also safe on block, putting Bison at +1. Because of this, Bison can frametrap his opponent or go for a throw after he conditions his opponent to block. The EX version also leads to a hard knockdown on hit, meaning that his opponent cannot perform a quick-rise or back-rise after. This allows M. Bison to dash forward and maintain his offensive pressure.




