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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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
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. |
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 instead.
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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. When antiairing with meter, it is generally better to cancel into Damned Bola and save the 21+34 KB for grounded punishes and stage cleanup - without meter, take the damage where you can. Very weak against grounded enemies unless the punish is guaranteed. |
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, and his best string for stopping reckless mashing when plus. Also used in optimal corner combos, but beyond these two purposes there's not much reason to use it. 32 recovery frames and -2 on hit means that you should always follow this up with B23. |
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