Kollector

Move List


INPUT COMMANDS
Claw Swipe
1
Raising Hell
Back+1
Sickle Slice
Forward+1
Bloody Nails
Down+1
Lantern Burst
2
Lantern Slam
Back+2
Knee Breaker
Forward+2
Rising Claws
Down+2
Violent Heel
3
Death Spin
Back+3
Korrupted Kick
Forward+3
Leg Check
Down+3
Malice Mace
4
Tax Burden
Back+4
Mace Drop
Forward+4
Low Mace
Down+4
JUMPING ATTACKS
Punishing Strike
1
Kura Slam
2
Kura Heel
3or4
HOP ATTACKS
Menacing Fist
Up,1orUp,2
Debt Kick
Up,3orUp,4
GETUP ATTACKS
Flailing Mace
Up+2
Rising Flames
Up+3
FLAWLESS BLOCK ATTACKS
Flailing Mace
Up+2
Rising Flames
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.19
Last Updated: June 12, 2020

Strategy


Kollector is a rushdown character with long-ranged attacks. In his Back in the Pack variation, he gains access to a command grab, giving him dangerous mix-ups at close-range, as well as the ability to teleport across the screen. Kollector’s Spare Change variation allows him to throw vials at the opponent, leaving behind flames that will cause damage upon contact. His Squander variation allows him to throw chakrams and pull opponents in with his relic for additional combo routes.

Strengths Weaknesses
  • Long-ranged normals
  • Decent mix-ups
  • Good counterzoning
  • Slow pokes
  • Slow movement

Key Moves

Name Input Description
Slide and Dice Forward+1,2,Down+1 Low, ends in a low, staggerable, used for mix-ups, unsafe on block
Debt is Paid Forward+1,2,Down+2 Low, ends in an overhead, staggerable, used for mix-ups, unsafe on block
Play for Souls 2,1+3,4 High, triggers a Krushing Blow if it is a Kounter or Punish
Lie and Cheat Back+2,3 Fast 10 frame mid, hit confirmable
Take it All 3,2 High into overhead, triggers a Krushing Blow if opponent is crouch blocking
Ravages of Time 4,4,3 High, great range, hit confirmable, combo starter and extender, can be Flawless Blocked on 2nd and 3rd hits
Demonic Mace BackForward2 Slow 29 frame mid, great range, great pushback, triggers a Krushing Blow if fully charged
Shotel Fury DownBack3 Fast 9 frame mid, unsafe on block, combo ender
Damned Bola BackForward1 High projectile, combo starter and extender

Combo Starters

Kollector’s main combo starter comes from his Ravages of Time (4,4,3) string. This is a long-reaching high attack that is mostly safe to use from a distance. If blocked, make sure not to finish the string as it will leave Kollector punishable at -20. Although the 2nd hit is -10 on block, it is safe at maximum range. The final hit is a low attack that will launch the opponent upwards for a combo.

In addition, Kollector can use Damned Bola (BackForward4) and Amplify it, which will tie the opponent up for a combo. Damned Bola is usually used after strings such as 1,3 and Forward+1,2. In Kollector’s Squander variation, War-quoit Toss (BackForward4) replaces Damned Bola as a combo starter.

Combo Enders

Kollector’s combos are usually ended with Shotel Fury (DownBack3), which will leave the opponent close on knockdown. Amplifying Shotel Fury will deal maximum damage, while holding Back after Amplifying will switch positions with the opponent. An alternative is to end combos with Forward+2,2,1+3 which will also switch positions without having to spend meter. In Kollector’s Back in the Pack variation, combos are ended with Demonic Clutch (DownBackForward3), granting higher damage than that of Shotel Fury.

Ravages of Time

Ravages of Time (4,4,3) is Kollector’s strongest attack to use at mid-range. 4,4,3 allows Kollector to safely attack opponents from afar with his mace. The 1st hit of this string is a high that is -6 on block and can be safely staggered. The 2nd hit is a mid that is -10 on block, but is safe when properly spaced out. Because there is a slight delay between the 2nd and 3rd hits, the 2nd hit can also be staggered for pressure. The final hit is a low and is punishable at -20 on block. The low must always be respected due to the threat of being launched for a combo, which will in turn allow Kollector to stagger the string. Despite the fact that each hit of 4,4,3 can be Flawless Blocked, many Flawless Block Attacks will whiff when done at maximum range.

Ill-Gotten Gains

Ill-Gotten Gains (Forward+1,2) is Kollector’s main attack to use at close-range. Forward+1,2 is a 13 frame low attack that can be safely hit confirmed into a combo. The 1st hit is only -1 on block and can be staggered for pressure. The 2nd part of the string consists of 2 individual hits, allowing for easy hit confirms and leaves Kollector safe at -7 on block.

Since the 2nd part of Forward+1,2 consists of 2 hits, it possible to hit confirm the string after Forward+1 is blocked. If the opponent is hit after Forward+1, quickly react and hit confirm Forward+1,2 into Damned Bola for a combo. This makes Kollector’s Forward+1 staggers much more dangerous.

Kollector can also opt to finish the string with a mix-up by using either Forward+1,2,Down+1 or Forward+1,2,Down+2. The last hit of Forward+1,2,Down+1 is a low, while the last hit of Forward+1,2,Down+2 is an overhead. Both will knock the opponent down on hit and deal a small amount damage. If blocked, Kollector will be punishable at -15 and -14 respectively. Since this mix-up doesn’t grant much reward and is punishable on block, it should rarely be used.

Chaotic Magic

Chaotic Magic (Back+1,2,2) is a 15 frame mid attack that when used, Kollector will summon flames in front of him. This allows Kollector to safely attack opponents from a distance without putting himself at risk. It’s best to use this attack against opponents who are ducking underneath the 1st hit of Kollector’s 4,4,3. Although Back+1 is -15 on block, it is mostly safe when done at maximum range. An important thing to take note of is that the 2nd and 3rd hits of Back+1,2,2 will only come out on hit and cannot be cancelled into a Special Move.

Kollector’s Mace Drop (Forward+4) can be used in a similar manner. Forward+4 is a 16 frame low attack that when used, Kollector will drop his mace to the ground, hitting opponents in front. Since Forward+4 consists of 2 hits, it is possible to hit confirm it into a combo.

Play for Souls

Kollector’s Play for Souls (2,1+3,4) string is a 13 frame high attack that is -3 on block. This is best used to punish moves that are -14 or greater on block as it will trigger a Krushing Blow if it hits as a Kounter or Punish.

Lie and Cheat

Kollector’s Lie and Cheat (Back+2,3) string is Kollector’s fastest mid attack, having a start-up of 10 frames. This is mainly used up-close against opponents trying to attack while at a low disadvantage. While this string is -8 on block, it is completely safe due to pushback. If Back+2,3 hits, it can be hit confirmed into Shotel Fury (DownBack3), or Relic Lure (DownBack4) in Kollector’s Squander variation.

Take it All

Take it All (3,2) is a high into overhead attack. This can be used occasionally to catch ill-prepared opponents off guard. This can be especially good to throw out after conditioning the opponent to block low with Forward+1,2. It will also trigger a Krushing Blow if the opponent is crouch blocking, which will launch the opponent upwards for a combo.

Korrupted Kick

Korrupted Kick (Forward+3) is a slow 22 frame advancing mid attack. This is a great move to use for approaching opponents from far away. Afterwards, Kollector can finish the string by using Forward+3,1,2,3. The entire string leaves Kollector at -20 on block, however it can be difficult to punish due to pushback. Since each hit of this string is punishable on block, it can also be good idea to stop the string at different points to keep opponents guessing on when to punish it. Alternatively, Kollector can cancel Forward+3 into Damned Bola for a combo, though this is rather risky due to being unsafe on block.

Throws

Throwing with Kollector is usually done after staggering with Forward+1. Both Kollector’s Toward Throw and Back Throw send the opponent away, however they will trigger a Krushing Blow if the opponent failed Throw Escape during the previous throw. Because of this, it’s best to mix up which direction to throw in.

Demonic Mace

Kollector can fire his mace at the opponent using Demonic Mace (BackForward2). Demonic Mace has a slow start-up of 29 frames and is -14 on block, but creates a substantial amount of pushback making it safe to use. This can be used after strings such as Forward+1,2 and 4,4 to create distance from the opponent. Be careful when using Demonic Mace as it can be Flawless Blocked if the opponent expects it. To prevent from being Flawless Blocked, charge the Demonic Mace by holding 2. By charging Demonic Mace, you will vary the timing to Flawless Block it. If charged fully, its damage will also be increased. Keep in mind that if charged, it will create a larger gap where the opponent will be able to interrupt.

Note: Demonic Mace can only be interrupted by 6 frame attacks if used after Forward+1,2. Demonic Mace can also be escaped by jumping if used after 4,4.

Damned Bola & War-quoit Toss

Kollector’s Damned Bola (BackForward4) is a slow 27 frame high projectile. Outside of combos, Damned Bola is very good for trading with enemy projectiles. If it trades, it will stun the opponent as if it were Amplified. Kollector can then follow this up with a Forward+3 or use Fade Out (DownDown3) to combo off of the trade. Be careful when using Damned Bola because if it misses, Kollector will be temporarily vulnerable to being punished.

Damned Bola can also be delayed by holding 4 and cancelled by inputting DownDown. This allows Kollector to hit confirm Forward+3 into Damned Bola. To do so, slightly delay the Damned Bola and only cancel it if the move is blocked. Although cancelling out of Damned Bola is still punishable, it is much safer than if Damned Bola were blocked. The opponent must also predict that the Damned Bola will be cancelled and punish immediately.

In Kollector’s Squander variation, War-quoit Toss (BackForward4) replaces Damned Bola and allows Kollector to throw a chakram instead. Much like Damned Bola, War-quoit Toss is great for trading with the opponent’s projectiles. It is also less punishable on whiff and will trigger a Krushing Blow if the opponent is hit during a backdash or Getup Roll. After knocking the opponent down, use War-quoit Toss to punish the opponent’s Roll Escape and trigger its Krushing Blow. War-quoit Toss however cannot be delayed or cancelled out of unlike Damned Bola.

Relic Absorb

To counter enemy projectiles, Kollector can use his Relic Absorb (DownBack4). This will absorb all projectiles besides low projectiles. After successfully absorbing a projectile, Amplify Relic Absorb to send out an orb of fire. This will travel slowly towards the opponent, allowing Kollector to mount his offense. Once the orb travels halfscreen, it will disappear so Amplifying Relib Absorb is only useful when done at mid-range.

Fade Out

In Kollector’s Back in the Pack variation, he gains access to Fade Out (DownDown3). This allows Kollector to teleport across the screen. Fade Out can be used to quickly approach opponents from behind, allowing Kollector to counter any attempts at zoning. Fade Out can also be directed far at the cost of 1 bar of Defensive Meter, which can be useful for running away or escaping the corner. Far Fade Out is also a great move to use after blockstrings such as Forward+1,2 to retreat from the opponent. After Far Fade Out, Kollector will be in perfect range to attack with his Forward+3.

Demonic Clutch

In Kollector’s Back in the Pack variation, he is able to grab the opponent and slash them with blades from his bag using Demonic Clutch (DownBackForward3). Demonic Clutch is a command grab that is mainly used for mix-ups at close-range. Unlike throws, Demonic Clutch cannot be escaped via Throw Escape and must be jumped out of. Demonic Clutch is best used alongside Forward+1,2. It can also be used after staggering with Forward+1. Once the opponent is conditioned to block the string, use Demonic Clutch to grab them for a mix-up.

In addition, Demonic Clutch can be used after pokes such as Down+1 to beat counterpokes. Be wary though because if the poke hits, the Demonic Clutch will whiff and Kollector will be punishable. Demonic Clutch will also trigger a Krushing Blow if the opponent is hit during a Getup Roll. After knocking the opponent down, use Demonic Clutch to punish the opponent’s Roll Escape and trigger its Krushing Blow. Afterwards, the opponent will be launched upwards for a combo.

Zoning

Kollector’s zoning ability is enhanced in his Spare Change variation. Kollector gains 2 projectiles: Vial of Sorrow (DownBack1) and Bag Bomb (DownForward1). Vial of Sorrow allows Kollector to throw a vial that leaves flames for a short time. This can be directed close, mid or far. It can also be thrown while in the air for more versatility. The flames from the vial will deal unblockable damage to the opponent upon contact.

Bag Bomb is a mid projectile that can be thrown mid or far, as well as in the air. The Bag Bomb will launch the opponent into the air if it hits the flames of Vial of Sorrow while they are inside it. Make sure to aim the Bag Bomb at the flames and not the opponent as it will only explode if it hits the flames. This makes Kollector’s zoning much more deadly due to the threat of the Bag Bomb.

Combos


Back in the Pack

Kollector - Back in the Pack - Advanced Combos

Kollector – Back in the Pack – Advanced Combos


Kollector - Back in the Pack - Advanced Combos

Spare Change

Kollector - Spare Change - Advanced Combos

Kollector – Spare Change – Advanced Combos


Kollector - Spare Change - Advanced Combos

Squander

Kollector - Squander - Advanced Combos

Kollector – Squander – Advanced Combos


Kollector - Squander - Advanced Combos

Guides


General

Back in the Pack

Spare Change

Squander