Claw Swipe (1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
2.00 / 0.30 / 0.0003 | High | 8 | 1 | 18 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
12 | 20 | -2 | -2 | - |
One active frame. 8 frame startup, but pretty good vertical and horizontal range, making it suitable for antiairs; buffer a Damned Bola to continue the combo. Also not bad for conventional tick throws, given that Kollector gets a throw KB in both directions.
|
mNo edit summary |
m (Kollector B1) |
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Line 56: | Line 56: | ||
| colspan=5 style="text-align: left;" | One active frame. 8 frame startup, but pretty good vertical and horizontal range, making it suitable for antiairs; buffer a Damned Bola to continue the combo. Also not bad for conventional tick throws, given that Kollector gets a throw KB in both directions. | | colspan=5 style="text-align: left;" | One active frame. 8 frame startup, but pretty good vertical and horizontal range, making it suitable for antiairs; buffer a Damned Bola to continue the combo. Also not bad for conventional tick throws, given that Kollector gets a throw KB in both directions. | ||
* Very plus on hit. | * Very plus on hit. | ||
|} | |||
|-|13= | |||
{| class="wikitable" style="text-align: center;" | |||
|- | |||
| rowspan=6 | '''Blood Money (13)''' | |||
|- | |||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | |||
|- | |||
| 3.00 / 0.45 / 0.0005 || Mid || 13 || 4 || 25 | |||
|- | |||
! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | |||
|- | |||
| 17 || 9 || -2 || -2 || - | |||
|- | |||
| colspan=5 style="text-align: left;" | Pretty good jab followup. Kollector's string of choice for comboing a juggled enemy into Damned Bola. Exceptional forward advancement, though its low hitbox makes it prone to whiff if 1 was used as an antiair. Usable as a stagger due to the threat of 131 and being only -2 on block, though it can push the enemy out of throw range - the superior range of Demonic Clutch (DBF3) can remedy this. | |||
* Has a tiny gap that is too small to jump, mash, or Flawless Block. | |||
|} | |||
|-|131= | |||
{| class="wikitable" style="text-align: center;" | |||
|- | |||
| rowspan=6 | '''Price to Pay (131)''' | |||
|- | |||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | |||
|- | |||
| 7.00 / 1.05 / 0.0011 || Mid || 21 || 3 || 40 | |||
|- | |||
! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | |||
|- | |||
| - || 27 || -6 || -6 || - | |||
|- | |||
| colspan=5 style="text-align: left;" | Big forward advancing upward slash that ends 131. Kollector's safest source for unpunishable chip damage. Has no gap with 13, though if the enemy lets go of block in any way they will still be caught. Completely safe on block but highly dangerous on whiff, with 40 frames of recovery - almost as much as a D2. | |||
* Guarantees a forward dash~F12 on midscreen hit. | |||
|} | |||
</tabber> | |||
<br> | |||
==== B1 ==== | |||
<br> | |||
<tabber> | |||
|-|B1= | |||
{| class="wikitable" style="text-align: center;" | |||
|- | |||
| rowspan=6 | '''Raising Hell (B1)''' | |||
|- | |||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | |||
|- | |||
| 5.00 / 0.75 / 0.0008 || Mid || 15 || 4 || 29 | |||
|- | |||
! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | |||
|- | |||
| 19 || 17 || -11 || -11 || - | |||
|- | |||
| colspan=5 style="text-align: left;" | Kollector conjures a blast of flame. A strong mid-range normal for preemptive space covering and jailing. Has string followups that automatically confirm and only come out on hit, but it is generally more rewarding and useful to directly cancel this into a special. Being able to confirm this into Damned Bola is an extremely important skill and a crucial avenue of Kollector's combo fishing. This single-hit confirm is easier than it seems at first due to the lengthy hit advantage that B1 gives. When Kollector has no offensive meter (or if the player is unable to confirm B1 into Damned Bola), B1~Demonic Mace is a solid action to space and skirmish the enemy. | |||
|} | |} | ||
|-|13= | |-|13= |
Revision as of 18:01, 9 May 2023
Kollector #MK11_KOL | |
---|---|
RANK
Tribute collector for the Outworld Empire. Born into poverty, the Kollector seized his imperial collections duty with a zeal that impressed Shao Kahn. He stole riches from Outworld’s people, rewarding himself with wealth and status in turn. He’ll kill anyone to keep it. | |
Data | |
Health | 1000.00 |
Hitbox | Male |
Introduction
Kollector uses constant confirms and lengthy disjoints to continually fish for combos from a distance, then converts them into superb damage and corner carry.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Normals and Strings
1
Blood Money (13) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 13 | 4 | 25 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
17 | 9 | -2 | -2 | - |
Pretty good jab followup. Kollector's string of choice for comboing a juggled enemy into Damned Bola. Exceptional forward advancement, though its low hitbox makes it prone to whiff if 1 was used as an antiair. Usable as a stagger due to the threat of 131 and being only -2 on block, though it can push the enemy out of throw range - the superior range of Demonic Clutch (DBF3) can remedy this.
|
Price to Pay (131) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Mid | 21 | 3 | 40 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 27 | -6 | -6 | - |
Big forward advancing upward slash that ends 131. Kollector's safest source for unpunishable chip damage. Has no gap with 13, though if the enemy lets go of block in any way they will still be caught. Completely safe on block but highly dangerous on whiff, with 40 frames of recovery - almost as much as a D2.
|
B1
Raising Hell (B1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | Mid | 15 | 4 | 29 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
19 | 17 | -11 | -11 | - |
Kollector conjures a blast of flame. A strong mid-range normal for preemptive space covering and jailing. Has string followups that automatically confirm and only come out on hit, but it is generally more rewarding and useful to directly cancel this into a special. Being able to confirm this into Damned Bola is an extremely important skill and a crucial avenue of Kollector's combo fishing. This single-hit confirm is easier than it seems at first due to the lengthy hit advantage that B1 gives. When Kollector has no offensive meter (or if the player is unable to confirm B1 into Damned Bola), B1~Demonic Mace is a solid action to space and skirmish the enemy. |
Blood Money (13) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 13 | 4 | 25 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
17 | 9 | -2 | -2 | - |
Pretty good jab followup. Kollector's string of choice for comboing a juggled enemy into Damned Bola. Exceptional forward advancement, though its low hitbox makes it prone to whiff if 1 was used as an antiair. Usable as a stagger due to the threat of 131 and being only -2 on block, though it can push the enemy out of throw range - the superior range of Demonic Clutch (DBF3) can remedy this.
|
Price to Pay (131) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Mid | 21 | 3 | 40 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 27 | -6 | -6 | - |
Big forward advancing upward slash that ends 131. Kollector's safest source for unpunishable chip damage. Has no gap with 13, though if the enemy lets go of block in any way they will still be caught. Completely safe on block but highly dangerous on whiff, with 40 frames of recovery - almost as much as a D2.
|
2
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
3
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
4
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Jump and Hop Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Getup and Flawless Block Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Throws
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Special Moves
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Fatal Blow
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Kustom Abilities
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Strategy and Kombos
General Tactics
Popular Variations
Universal Kombos
Variation Kombos