Mortal Kombat 11/Kollector

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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, and Krushing Blow throws in both directions. 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. High gravity situations especially require dedicated labbing to combo,
  • Patchy Attacks at 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 standing mid has 32 frames of recovery, is -2 on hit, and cannot start combos unless Relic Lure is equipped.
  • Don't Whiff: Except for his go-to mid-range disjoints, Kollector's attacks (and especially his string enders) have horrible recovery on whiff - even those which are safe on block.
  • 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.


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 defensive normal with less range, slower startup, and worse followups than 443, but more active and hits mid. Mostly used for jailing and preemptive space covering. 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.


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.


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.


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.


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.


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


Violent Heel (3)
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 High 12 2 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
15 10 -7 -7 -
A high kick that immediately threatens the 32 Krushing Blow. Can be used by itself to force the enemy to block high and then mix them, though its long recovery makes this riskier than desired. Can be used instead of 13 for easier, lower gravity Bola combos if the enemy is sufficiently high.


B3


Death Spin (B3)
Damage Guard Startup Active Recovery
9.75 / 1.50 / 0.0008 High 13 20 19
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
19 28 -5 -5 -
A peculiar retreating normal, used defensively to antiair and preemptively catch enemy approach. Fast recovery, long active frames, and large hitbox makes it difficult to punish except with projectiles. Can be confirmed into Bola, but the window is much smaller than Kollector's other one-hit confirms.


F3


Korrupted Kick (F3)
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 High 22 2 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
26 12 -5 -5 -
Running kick with exceptional forward advancement, used to close the distance. Safe on block, and can be confirmed into Bola for a full combo or cancelled into Demonic Mace to further push the enemy towards the corner. Comparatively slow startup (compared to say, Kotal F2) and Kollector's slow backdashes hamper its usage as a whiff punish. Landing 443 at maximum range requires an F3 to continue the combo unless the enemy is cornered. Starts the F3123 string, Kollector's only source of conventional fireballs.


4


Malice Mace (4)
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 High 14 3 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
20 10 -6 -6 -
The Kollector normal.

The attack that does it all. Entirely disjointed, ridiculous range for its startup (enough to reach from round start), and surprisingly safe on block at -6. Hitbox is high enough to even be used as an antiair if D2, 2, or 1 would whiff. Starts 443, the high damage, meterlessly comboing, long ranged foundation of Kollector's gameplan. Due to Kollector's surprisingly good forward dash it can even be used as a single hit stagger into dash up throw. Can be confirmed into Damned Bola instead of 443 to throw off the enemy and deal slightly more damage, but this will knock the enemy down instead of keeping them standing.


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


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General Tactics


Popular Variations


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