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, 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.


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.
  • 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. 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


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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