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 defensive normal with less range, slower startup, and worse followups than 443, but is 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.
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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. 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 moderate recovery makes this slightly 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. |
D3
Quick Kick (D3) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
1.00 / 0.15 / 0.0002 | Low | 9 | 2 | 17 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
14 | 14 | -7 | -7 | - |
A solid defensive crouching kick. Good range and a decent low profile. Like most D3 attacks its pushback is very strong at point-blank range, and becomes weaker with distance. Unfortunately its offensive usage is greatly hampered by being unable to tick into Demonic Clutch.
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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 and the natural delay with 44 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. |
B4
Tax Burden (B4) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Low | 16 | 4 | 21 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 28 | -3 | -3 | - |
A somewhat slow sweep. Very short ranged for its speed, but quite safe, being -3 and having only 21 frames of recovery. Oddly enough it has the same frame data on Flawless Block, though it is still very punishable with a reversal attack. Still, Kollector has other normals with better range and speed that are able to be full combo confirmed. |
F4
Mace Drop (F4) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
9.75 / 1.50 / 0.0008 | Low | 16 | 13 | 30 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
32 | 18 | -14 | -4 | - |
A two hit disjointed low with high damage and extraordinary hit advantage. Kollector's most optimal combo starter and a central part of his combo construction, dealing more damage than any of his special cancellable strings and applying only two hits. For combos that start with 443 and combo into Bola, J2~F4 is crucial to get as much damage as possible. F4 can also be used as a +18 reset point by not special cancelling it - the hit advantage is long enough to jail into 443 midscreen, and guarantee an SHK in the corner. With Bag Bomb equipped F4 becomes even more useful, adding more damage and lengthening the midscreen hit advantage to +21, long enough to jail into F3. Outside of combos F4 is too slow and short ranged to be useful. |
D4
Low Mace (D4) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Low | 9 | 3 | 18 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
19 | 20 | -5 | -5 | - |
Kollector's best crouching poke. Excellent range, disjointed, uniformly strong pushback, and unusually fast startup and recovery. Perfect for spacing traps with backdash, B1, or even another D4. Despite being able to tick into Demonic Clutch it is not recommended to cancel into Shotel Fury or Demonic Clutch, as they will whiff unless done at point blank range. |
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