Mortal Kombat 11/Kollector: Difference between revisions

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==== D2 ====
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{| class="wikitable" style="text-align: center;"
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| rowspan=6 | '''Rising Claws (D2)'''
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! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery'''
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| 14.00 / 2.10 / 0.0021 || High || 10 || 5 || 41
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! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost'''
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| - || 24 || -9 || -9 || -
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| colspan=5 style="text-align: left;" | Kollector ducks and strikes vertically with his secondary arms. An odd, highly specialized D2, perfect for antiairs and combo construction and worse for everything else. Magnificently covers the area above and around Kollector and has only a down input, making it well suited for catching jump-over attempts. Dash up~D2 after 443 is an important tool to keep his combos both optimal and breakaway resistant. Very short range makes it harder to use for punishes and disrespecting.
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Revision as of 15:34, 11 May 2023

Kollector
#MK11_KOL
Mk11-kollector-splash.png
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
  • King of Disjoints: Most attacks in Kollector's arsenal are disjointed to some degree, allowing him to safely attack the enemy from range.
  • 443: The centrepiece of Kollector's moveset. 443 is one of the most annoying and broadly useful strings in the game, giving Kollector whiff punishes, space control, confirms, staggers, combos, and antiairs, all from a completely disjointed normal with enough range to reach from round start.
  • Great Combos: Kollector has straightforward combo construction with his Damned Bola (BF4) and 443 attacks: if the enemy is grounded use 443, and if they aren't use Damned Bola to ground them first. His combos also deal excellent damage, have great corner carry, and are difficult to punish on breakaway. Equipping Relic Lure (DB4) makes his combo routing even easier as it works on both grounded and airborne enemies.
  • Effortless Confirms: Kollector's most important combo starting strings (F12, 443) have long animations and generous cancel windows, making them easy to confirm. Damned Bola can also be held and cancelled, greatly easing the difficulty of two-hit string confirms and opening up the possibility of one-hit confirms.
  • Breakaway Resistant: Kollector is difficult to punish with a breakaway, and is able to deal strong guaranteed damage by either not juggling the enemy or by following up 443 with D2. He can also equip the best armor breaker in the game in Relic Lure, a kustom special that also lets him continue the combo if the enemy did not break.
  • Superb Reversal Attacks: Kollector has fast, disjoint reversal attacks with large hitboxes. His U3 is the fastest reversal attack in the game at 7 frames.
  • Surprising Close Range Mix: Kollector has dangerous mix at close range as well, with a 9-frame SHK, a ten frame mid command grab, Krushing Blow throws in both directions, and an overhead Krushing Blow string ender. His F12 string also has a canned overhead-low mixup, though it is generally not recommended for use.
  • (Mostly) Effective Kustoms: Besides Up Demonic Mace and maybe War-Quoit Toss (though it isn't nearly as bad as Up Demonic Mace), Kollector's kustom moves are highly effective and suit differing players.
  • Weird Whiffs: Kollector's attacks are oddly prone to bizarre whiffing and non-comboing, like J2 not comboing unless the followup attacks are buffered and Shotel Fury (DB3) failing to combo in many situations.
  • Slow, Patchy Attacks for Close Range: Kollector's mid-range attacks have decent startup and recovery for their range, but his close range options are unusually sluggish. He entirely lacks a seven frame attack (oddly enough his only grounded seven frame attack is his U3) and his fastest mid has 32 frames of recovery, is -2 on hit, and cannot start combos unless Relic Lure is equipped.
  • Limited Forward Advancement: Kollector has few attacks with forward advancement, and none of them have significant disjoints. For the most part, his attacks leave him standing in place.
  • Sluggish Backward Movement: Kollector has a decent forward walk speed and a good forward dash, but his backdash and backwards walking speed are limited, hampering his spacing gameplan.

Movelist

Normals and Strings


1


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.
  • Very plus on hit.

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.
  • Has a tiny gap that is too small to jump, mash, or Flawless Block.

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.
  • Guarantees a forward dash~F12 on midscreen hit.


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.
  • Draws the enemy closer on block.

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.
  • Keep in mind that F12~Bola will not combo if done at the absolute edge of F1. If the enemy seems a little too far away use F22 instead, or cancel into Shotel Fury or Relic Lure if F12 has already begun.

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.


F2


Knee Breaker (F2)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 13 2 26
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
18 10 -6 -6 -
Decently advancing strike, though somewhat slow for its range. Starts F22, an alternate string to F12 with niche, but important uses. Slightly longer range than F12 with bigger hitboxes and no danger of Bola being blocked, but less damage and no disjoint. Very important in combo construction to follow up Relic Lure or J2. Against characters with a 6-frame attack, F22 is a safer though less rewarding confirm option.

Pillaged (F22)
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 12 2 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
17 6 -6 -6 -
Followup to F2, with a slightly more advancement and vertical coverage. Safe on block against characters with 6-frame attacks (unlike F12), improving its usefulness in those matchups.

Taxed (F221+3)
Damage Guard Startup Active Recovery
11.90 / 1.45 / 0.0014 Mid 27 2 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 -17 -17 -
Pretty bad followup to F22; slow, very unsafe on block and whiff, and forces a side switch. The only upside is that its damage is not bad. Can (very) occasionally be used to catch people by surprise if they try to take their turn after F22, but Mace is generally a better move for that. Has a pretty good brutality, though.


D2


Rising Claws (D2)
Damage Guard Startup Active Recovery
14.00 / 2.10 / 0.0021 High 10 5 41
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 24 -9 -9 -
Kollector ducks and strikes vertically with his secondary arms. An odd, highly specialized D2, perfect for antiairs and combo construction and worse for everything else. Magnificently covers the area above and around Kollector and has only a down input, making it well suited for catching jump-over attempts. Dash up~D2 after 443 is an important tool to keep his combos both optimal and breakaway resistant. Very short range makes it harder to use for punishes and disrespecting.


3


Face Smasher
3
Mk11-sub-slide.png
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


Face Smasher
1
Mk11-sub-slide.png
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


Face Smasher
1
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


SUB AbilityDeepFreeze.png
DEEP FREEZE

"Modifies Ice Ball. Can amplify Ice Ball Special Move. Absorbs other projectiles."

2 Slots, No Conflicts, No Requirements


Face Smasher
3
Mk11-sub-slide.png
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


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