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.
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| colspan=5 style="text-align: left;" | Low, disjointed shotel slash. Starts F12, Kollector's string of choice for close range aggression. A bit too slow to catch enemy mashing all the time, so against especially mash-happy enemies use B23 instead. | | colspan=5 style="text-align: left;" | Low, disjointed shotel slash. Starts F12, Kollector's string of choice for close range aggression. A bit too slow to catch enemy mashing all the time, so against especially mash-happy enemies use B23 for turn taking instead. | ||
* Draws the enemy closer on block. | * Draws the enemy closer on block. | ||
|} | |} |
Revision as of 14:11, 11 May 2023
Kollector #MK11_KOL | |
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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 |
---|---|
|
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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. |
The Enforcer (B12) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | - | 16 | 4 | 26 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 10 | -3 | -3 | - |
Second part of Kollector's B122 auto confirm string. Only comes out on hit. Cannot be special move cancelled, so if this lands you should always finish the string with B122. |
Chaotic Magic (B122) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | - | 16 | 4 | 29 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 25 | - | - | - |
Last attack of the B122 string. Gives a lengthy knockdown with significant distance. The damage on hit of B122 is greater than B1~Demonic Mace, but it lacks the pushback, chip damage, and holding/cancelling mindgames that B1~Mace gets on block. |
F1
Sickle Slice (F1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Low | 13 | 2 | 26 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
18 | 10 | -1 | -1 | - |
Low, disjointed shotel slash. Starts F12, Kollector's string of choice for close range aggression. A bit too slow to catch enemy mashing all the time, so against especially mash-happy enemies use B23 for turn taking instead.
|
Ill-Gotten Gains (F12) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.85 / 0.90 / 0.0005 | Mid | 16 | 23 | 32 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
42 | 0 | -7 | -7 | - |
Kollector follows up with two additional slashes from his secondary arms. Good damage, forward advancing, and easy to hit confirm. The hitbox of the second slash does not become active until slightly after the motion lines appear. Also used in midscreen combos to setup a meaty Bag Bomb (DF1). Gives no plus frames on hit, so for resets use F4 instead. -7, though mashing will be caught by its followups.
|
Slice and Dice (F12D1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | Low | 20 | 2 | 40 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 11 | -15 | -15 | - |
Natural low followup to F12. Works with F12D2 as two parts of an overhead-low mixup. Near-identical startup makes it difficult to react to, but the low reward on hit (compared to the significant danger on block and whiff) makes it a generally poor mixup to attempt. Use it only if the enemy has a 6-frame button and you are absolutely certain that they will mash. Also has a low profile property, though the length of F12 makes it difficult to apply. |
Debt is Paid (F12D2) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | Overhead | 21 | 2 | 39 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 11 | -14 | -14 | - |
Natural overhead followup to F12. One of Kollector's two natural grounded overheads. Knockdown has identical frame advantage to F12D1, but it leaves the enemy close. |
D1
Bloody Nails (D1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
2.00 / 0.30 / 0.0003 | Mid | 8 | 2 | 16 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
12 | 15 | -6 | -6 | - |
A slow crouching jab. Very short range for its 8-frame startup, and being -6 does it no favors. Still, it is Kollector's fastest abare option. Cancel into Shotel Fury to stop immediate counterpokes. With Demonic Clutch, D1 gives Kollector an immediate 50/50 between grab and Shotel Fury. Due to Demonic Clutch being a mid, he can even D1 and then air-to-air the enemy while rising for a bigger reward, though this is obviously more risky. D1~Demonic Clutch will also stop immediate counterpokes. |
2
Lantern Burst (2) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | High | 13 | 5 | 30 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
19 | 3 | -8 | -8 | - |
Kollector ducks and blasts his lantern above him. The antiair of choice when actively looking out for the jump, but too slow for mental stack-burdened quick antiairs; use 1 instead. Great against Jacqui leaps. Starts the 21+34 string for restands, landing Fatal Blow, and the kounter/punish KB. With meter, comboing into Damned Bola will deal more damage than the KB on top of better corner carry, even against enemies with breakaway available. The KB should be reserved for screen cleanup, meterless punish opportunities, and 21+3 fishing. |
Mine Mine Mine (21+3) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
6.00 / 0.75 / 0.0008 | Mid | 22 | 3 | 30 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
78 | 0 | -3 | -3 | - |
Kollector lunges with a dagger, restanding the enemy. Huge forward advancement and only -3 on block allows Kollector to whiff 2 from a distance to fish for the 21+34 KB. If 2 hits the enemy from too high, 21+3 will whiff. Cannot be special move cancelled except for Fatal Blow, though this applies a lot of scaling. |
Play for Souls (21+34) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | - | 1 | - | 77 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 14 | - | - | - |
Krushing Blow: Activates if this string hit as a KOUNTER or PUNISH. End of the 21+34 string, applying the KB effect and damage. Does not come out on whiff or block. Worse than other KBs at screen cleaning due to the long animation of 21+34. |
B2
Lantern Slam (B2) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 10 | 2 | 32 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
17 | -2 | -7 | -7 | - |
Kollector's fastest standing mid. Starts B23, his best string for stopping reckless mashing when plus and an important part of optimal corner combos, but beyond these two purposes there's not much reason to use it. B23 cannot start a combo unless Relic Lure is equipped. 32 recovery frames and -2 on hit means that you should always continue the string instead of using B2 by itself. |
Lie and Cheat (B23) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | Low | 14 | 2 | 33 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
20 | 29 | -8 | -8 | - |
Low mace strike that continues B2, with decent pushback on block. Briefly puts the enemy airborne on hit, allowing Kollector to snag with Demonic Clutch in certain situations. In other situations (and without Relic Lure equipped) it can be confirmed into Shotel Fury for the best damage and corner carry. On block, Demonic Mace provides a much safer followup than B233. The faceplant time before the natural getup animation is unusually long - long enough that B23 can be used to setup the Demonic Mace KB. Cancel B23 on hit into Demonic Mace and fully charge it - if the enemy does a forward getup roll or a reversal wakeup attack, they will be caught. |
Greed (B233) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | Mid | 13 | 5 | 38 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 20 | -16 | -16 | - |
Horrendously terrible followup to B23. Effortlessly punishable on block and whiff. Confirming B23 into a special on hit gives better damage and corner carry, and cancelling into Demonic Mace on block is much safer. Sweeps the air, but comes much too late in the string to be used as an antiair of any kind. |
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