Mortal Kombat 11/Kollector

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Revision as of 20:03, 12 September 2023 by Subotaur (talk | contribs) (Kollector Up Demonic Mace)
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.
  • Solid 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, if risky 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 having almost no vertical coverage and Shotel Fury (DB3) depending on the second hit to combo and thus failing to catch in many situations. High gravity situations especially require dedicated labbing and sometimes specific kustom moves to combo.
  • Patchy Attacks at Close Range: Kollector can surprise his enemies with risky mix at close range, but as far as safer options go his choices are very limited. 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 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. Surprisingly decent as a stagger despite its moderate recovery, due to only being -1 on block and the near-neutral animation of the followups.
  • 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 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 cover enemy approaches. 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 Mid 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.
  • On block frame advantage is listed as -7, but seems to be -6 in practice.


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.
  • Combos that start from 443 have a different structure (and thus a different ending situation) than bola-first combos - while they give better plus frames, they usually deal less damage. Confirm 4 directly into Bola to instead start a bola-first combo.


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 both up close and afar, and unusually fast startup and recovery. Perfect for interrupts, close range space stuffing, and spacing traps with backdash, B1, F1, or even another D4. Despite being able to tick into Demonic Clutch it is not recommended to cancel into it or Shotel Fury, as the two moves will whiff unless done at point blank range. At its maximum range, the strong pushback means cancelling into Demonic Mace can be surprisingly effective despite the long gap it creates.


Jump and Hop Attacks


J1

File:Mk11 koll j1.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Overhead 7 4 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
37 0 -12 -12 -
Excellent J1 attack with quick speed and a large hitbox. Like all J1 attacks, used for air-to-airs and easier jumpins. If J2 combo pickups are proving too difficult, use J1 instead. When air-to-airing, J1 will generally let Kollector continue the combo with 13~Bola, but if the enemy is too low use F22~Shotel Fury instead.
  • Can hit while rising, which will make it significantly unsafe on both block and hit. While falling, -4 on block at the worst, and up to +10.


J2

File:Mk11 koll j2.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Overhead 9 4 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
39 10 -7 -12 -
Kollector's best air normal. Massive range, long hit advantage, and a significant disjoint make it his normal of choice in most aggressive air situations. Well spaced jump-ins will allow Kollector to avoid most antiair attempts, while still giving enough block advantage to frametrap into his 443 or B1. On air hits it causes a faster drop than J1, but the massive disjoint allows him to contest air space from far away - directly buffer into a bola to continue the combo, or go into F22~Shotel Fury. In combo construction, J2 is used to maximize damage against enemies caught by the bola or the chakram. Enemies caught from farther away, such as after a spaced F4, will still be comboable by using J2 at its maximum range. Like all J2 attacks it requires the followup attacks to be buffered in order to combo, though for Kollector this buffer must be done earlier than anticipated due to the long startup of 443 and F4, his go-to post-J2 attacks.
  • +8 on block at the worst, and up to +12.
  • Practice landing it accurately against grounded opponents. The highly horizontal hitbox is unusually finicky about hitting the enemy. Performing it too soon will whiff entirely, and performing it too late will have Kollector hit the ground mid-spin.


JK

File:Mk11 koll jk.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Overhead 10 5 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
42 24 -7 -12 -
Not the best jump kick; Kollector has proportionately small legs, and unlike the strongest jump kicks he doesn't arrange his body like a torpedo to pull back his large upper body hurtbox. J2 already fulfills the role of a difficult to antiair jumpin, with better reward on block and hit. Still, JK is easier to apply than J2, and Kollector has solid options to OS into: Shotel Fury will pick up in most situations, giving decent corner carry. Damned Bola will only pick up in very close and ideal situations, but gives a full combo, and if equipped Relic Lure will pick up for a combo in any situation. Also used in niche combos to maximize corner carry by doing JK into F3.
  • -6 on block at the worst, and up to +11.


SHP

File:Mk11 koll shp.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Overhead 12 3 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 24 -12 -17 -
Not a very useful short hop attack. Three frames slower than SHK, but cannot be significantly delayed, rendering it unusable for catching fuzzies. Larger vertical hitbox than SHK, but its horizontal hitbox is nearly the same. Possibly usable when trying to short hop mix enemies who are being especially jumpy, but accurate standing normals will stop jumping with greater reward.


SHK

File:Mk11 koll shk.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Overhead 9 3 43
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 22 -10 -15 -
Fast but flawed short hop attack. Kollector's fastest overhead, but suffers from very short range and unusually long recovery at 43 frames. Long recovery also means that its hit advantage is worse than other short hop attacks, though Kollector will still have enough time to start his go-to disjoints. An important part of Kollector's point blank "get off me" mix, alongside his throws and the command grab, but it should never be the primary foundation of his offense.
  • Surprisingly "safe" on block at -10 despite its 43 frame recovery. Can be much harder to punish than expected when spaced correctly, though the margin of error is very thin.


Getup and Flawless Block Attacks


U2

File:Mk11 koll u2.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 9 3 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 43 -17 -17 -
One of Kollector's best tools. Superb at sweeping the sky due to a strong disjoint and huge horizontal and vertical reach, and its single digit startup allows it to catch nearly any attack. Kollector doesn't get the best damage off his U2, but he can get decent corner carry from Shotel Fury or bait a breakaway into a damage reset with Relic Lure. While Kollector doesn't have that many ways to directly set up a flawless block situation due to his strong pushback and solid cancel options, U2 remains a highly effective attack for antiairs and gap punishing.


U3

File:Mk11 koll u3.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Mid 7 3 29
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 7 -10 -15 -
Like his U2, Kollector's U3 boasts a wide and disjointed hitbox. The fastest reversal attack in the game at 7 frames, fast enough that certain parries will not be quick enough to stop it when cancelled from a D1. Slightly longer recovery than usual gives it worse advantage on block and hit. While it doesn't give as much reward as his U2, U3 is still the preferred option for getups.


Throws


File:Mk11 koll fthrow.png
Damage Guard Startup Active Recovery
13.00 / - / - Throw, High 10 2 34
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 - - -


Special Moves


Demonic Mace (BF2)

File:Mk11 koll dmace.png
Damage Guard Startup Active Recovery
7.00 / 1.88 / 0.0019 Mid 29 10 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
26 27 -14 -14 -
Krushing Blow: Activates if the mace is FULLY CHARGED when it impacts.

Kollector charges his mace and fires horizontally. An important move for safety and spacing on block, excellent for ending blockstrings with decent chip and distance and for midrange fishing when out of meter. Already difficult to punish at point blank block, but when performed from an existing distance it becomes completely safe, compounding the pushback and adding a meaty frame advantage from the travel time. When cancelled from a normal it is too slow to fully frametrap against the fastest counterpokes, but Kollector can mitigate this through proper spacing. Beyond its usage in immediate attacks, holding and cancelling Demonic Mace will establish greater respect on Kollector's blockstrings and allow him to play around the flawless block gap (it can always be flawless blocked, regardless of the normal that cancels into it, but with variable timing the enemy must make a psychic read on exactly when the Kollector player will release it). The cancel is much slower than his Bola cancel, having a minimum of 27 startup/21 recovery frames compared to 19/18, but the threat of the attack is stronger. Demonic Mace can also be used in neutral to preemptively cover space against enemy approaches. While not as rewarding as B1 or 443, it is much easier to land due to its superior range and active frames.

Though possessing great utility on block, Demonic Mace is less useful on hit in most situations; on a grounded normal Kollector can confirm into Bola for a full combo, and Shotel Fury is a much better combo ender. If Kollector has no meter, Demonic Mace should be used in place of Bola for his go-to one hit confirms (i.e. B1, F3, B3).
  • B23 is one of the best strings to use with Demonic Mace; the pushback on block will create a spacing trap if they mash a short range counterpoke, and on hit Kollector is perfectly spaced to avoid reversal attacks and forward getup roll, allowing him to simply see what option the enemy took and release the mace when appropriate. If they did a wakeup reversal attack, B23 will even allow him to land the KB. This is the only remotely practical way of fishing for it, and it still requires a major blunder on the enemy's part.
  • The startup animation and mace particle effects, while still noticeable, are comparatively subtle in size. Stance switching Kollector's back towards the camera will cause his body to cover most of the mace.


Shotel Fury (BF3)

File:Mk11 koll sfury.png
Damage Guard Startup Active Recovery
11.55 / 2.750 / 0.0015 Mid 9 27 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 -17 -17 -
Kollector slashes with blades from his secondary arms. His fastest standing mid (aside from his 7-frame U3), and his combo ender and turn-stealer of choice. Deals strong damage with decent corner carry and a well spaced knockdown. Amplifying will increase the damage and allow him to choose the side, though the side switch happens at the end of the corner carry. Decent range and quick speed also allow it to be used for niche punishes when deployed as a reversal, punishing Cassie Flying Glow Kick and Erron Acid Pour on block, though for most situations the excellent range of 1 means Kollector will be able to punish with 13 instead for a much greater reward. In chip situations, Shotel Fury is an option to secure the kill, but be very cautious about attempting this - it applies only two hits, and is exceptionally unsafe on block.

Shotel Fury is also important as a high reward turn steal when cancelled from D1 or D3. Once enemies no longer take their turn immediately after a crouching poke, Kollector can enforce his own turn. While it is fast enough to stop any counterpoke, its sheer speed may cause people who are delaying their counterpoke to block instead of leaving a gap to invite their action. Against enemies who delay their mash, consider using Relic Lure or D4 ~ Demonic Mace instead. With Demonic Clutch equipped its usage as a crouching poke cancel becomes even stronger, filling the other half of the D1 tick throw mixup.

Shotel Fury is mostly held back by its notoriously finicky midair pickups. While its first slash is very fast at 9 frames, the move doesn't actually continue unless the second hit lands - which comes about 20 frames later. Though directionally a mid, the first attack still has an unusually small hitbox, and its speed combined with its sudden forward advancement can cause Kollector to unexpectedly low profile the enemy on a special cancel. All this means that Shotel Fury can fail to combo in two unique but equally infuriating ways: the first hit connects but extreme gravity causes the enemy to land before the second hit, or the enemy goes clear over the first hit and then clear under the second. (The latter case is especially common when trying to combo with 13 due to its quick speed, existing forward advancement, early cancel frames, and slight horizontal knockback - even the strong gravity of a 443 > D2 combo will put Kollector underneath the enemy when cancelling into the Shotel Fury.) For the most part, F22 is the most reliable normal for cancelling into Shotel Fury, having later cancel frames and less horizontal knockback.


Damned Bola (BF4)

File:Mk11 koll dbola.png
Damage Guard Startup Active Recovery
7.40 / 1.50 / 0.0015 High 27 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 25 -28 -28 -
Kollector's primary combo starter. Hold and release property gives him extraordinarily easy hit confirms, even off single hits. Fishing for Bola combos from B1 at midrange is a crucial part of maximizing the reward from his spacing gameplan. For combo construction, Bola is either used before 443 to hold the enemy in place for J2 > 443, or it's used after 443 to end the combo in a standing state (and potential reset). Technically gives Kollector his best knockdown advantage when used as a combo ender, but the lower damage and the difficulty of landing it on a high-gravity juggle makes Shotel Fury a better choice in nearly any circumstance.

The immediate Bola cancels are unsafe on block, and being a high it can be mashed at close range. From a midrange B1 or 4 this is less of a problem, but using Bola cancels on a close range confirm string like 13 or F12 is very risky. Demonic Mace cancels, despite their longer overall frame time, are a more threatening attack to use for close range pressure resets.

Bola is also an anti-zoning tool; trades will halt the natural animation, allowing Kollector to combo as long as the enemy projectile didn't cause a knockdown or excessive hit advantage. Normally Kollector will be unable to combo from fullscreen trades, but with the Fade Out teleport he can combo from a trade at any distance.


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


Up Demonic Mace

"Up Demonic Mace ingame description."

1 Slot, No Conflicts, No Requirements


File:Mk11 koll udmace.png
Damage Guard Startup Active Recovery
7.00 (tbc) / - / - High 24 (tbc) (tbc)
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- (tbc) (tbc) (tbc) -
It's Demonic Mace, but fired at an upward angle. A decent chunk faster on startup than Demonic Mace, but being a high it loses many of the anti mashing mindgames that regular Demonic Mace creates. High angle also gives it much less horizontal coverage for preemptively covering space, though it is stil much too slow and unrewarding to be used as an antiair, especially considering Kollector's numerous choices of highly rewarding antiairs. Universally regarded as Kollector's weakest kustom move.
  • Had a humorous infinite in the first version of the game when it could be dash cancelled, where cancelling F4 ~ Up Demonic Mace ~ forward dash ~ F4 would combo forever.


Demonic Clutch

"Demonic Clutch ingame description."

1 Slot, No Conflicts, No Requirements


File:Mk11 koll dclutch.png
Damage Guard Startup Active Recovery
12.90/(tbc) / - / - Grab, Mid 10 (tbc) (tbc)
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- (tbc) (tbc) (tbc) -
The fastest mid command grab in the game. Broadly improves Kollector's close range pressure and mixups. Excellent in staggers or Demonic Mace cancels on block (though the Demonic Mace cancels can be mashed or jumped, Kollector can use the situation to create a holding vs. releasing vs. cancelling mindgame). Being a mid, the enemy must jump to avoid it, potentially giving Kollector exceptional reward from a hard jump read: create the situation where the enemy expects a command grab, and then air-to-air them with an instant J1 or J2 for a full combo. Mid directionality also means that it is surprisingly strong at turn-taking, as it will snag the enemy if they tried to mash a crouching poke. Though it only ticks from D1 and D4, tick grabs from D1 are very dangerous as both options are fast enough to catch any counterpoke on block, and neither can be ducked (From D4 it will whiff unless done at absolute point blank range. D4 ~ Demonic Mace may be a better option).

Compared to a regular throw, Demonic Mace has a more situational KB and deals less damage (an entire 0.1% less), but it boasts greater range and a much better spaced knockdown - close enough to forward dash ~ F1, enough space to backdash ~ B1 - and has no possibility of a D2 punish. In nearly any situation it is better to go for the command grab if equipped, unless fishing for the escape failed KB by tossing the enemy out of the corner.

Demonic Mace is also an excellent combo ender, dealing more damage than Shotel Fury and comboing much more reliably in high gravity situations. Most combos will still be ended with Shotel Fury for the corner carry, but when equipped Demonic Clutch becomes the standout choice for maximizing damage.


Strategy and Kombos


General Tactics


Popular Variations


Universal Kombos


Variation Kombos


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