Kollector
Table of Kontents

Move List
INPUT COMMANDS |
Claw Swipe
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Raising Hell
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Sickle Slice
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Bloody Nails
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Lantern Burst
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Lantern Slam
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Knee Breaker
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Rising Claws
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Violent Heel
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Death Spin
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Korrupted Kick
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Leg Check
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Malice Mace
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Tax Burden
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Mace Drop
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Low Mace
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JUMPING ATTACKS
|
Punishing Strike
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Kura Slam
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Kura Heel
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HOP ATTACKS
|
Menacing Fist
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Debt Kick
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GETUP ATTACKS
|
Flailing Mace
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Rising Flames
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FLAWLESS BLOCK ATTACKS
|
Flailing Mace
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Rising Flames
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THROWS
|
Toward Throw
Throw+
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Back Throw
Throwor
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ROLL ESCAPES
|
Forward Getup Roll
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Backward Getup Roll
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AIR ESCAPE
|
(Air) Breakaway
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MOVE DATA |
DAMAGE | BLOCK DAMAGE | F/BLOCK DAMAGE | ||
N/A | N/A | N/A | ||
MOVE TYPE | ||||
N/A | ||||
PROPERTIES | ||||
|
||||
DESCRIPTION | ||||
N/A |
FRAME DATA |
START-UP | ACTIVE | RECOVERY |
N/A | N/A | N/A |
CANCEL | ||
N/A | ||
HIT ADVANTAGE | BLOCK ADVANTAGE | F/BLOCK ADVANTAGE |
N/A | N/A | N/A |
Last Updated: December 18, 2020
Strategy

Kollector is a mid-ranged footsie character with long-reaching normals and strong up-close mix-ups. Kollector is able to attack opponents safely from long distances with his mace and vial projectiles. At close-range, Kollector has very good pressure and mix-up options, with an overhead, low and a command grab. Kollector can also counter enemy zoning with his teleport or bola, making him a threat anywhere on the screen.
Strengths | Weaknesses |
---|---|
|
|
Key Moves
Name | Input | Description |
---|---|---|
Slice And Dice | ![]() ![]() ![]() ![]() ![]() |
Low, ends in a low, staggerable, used for mix-ups, unsafe on block |
Debt Is Paid | ![]() ![]() ![]() ![]() ![]() |
Low, ends in an overhead, staggerable, used for mix-ups, unsafe on block |
Play For Souls | ![]() ![]() ![]() ![]() |
High, triggers a Krushing Blow if it is a Kounter or Punish |
Lie And Cheat | ![]() ![]() ![]() |
Fast 10 frame mid, hit confirmable |
Take It All | ![]() ![]() |
High into overhead, triggers a Krushing Blow if opponent is crouch blocking |
Ravages Of Time | ![]() ![]() ![]() |
High, great range, hit confirmable, combo starter and extender, can be Flawless Blocked on 2nd and 3rd hits |
Demonic Mace | ![]() ![]() ![]() |
Slow 29 frame mid, great range, great pushback, triggers a Krushing Blow if fully charged |
Shotel Fury | ![]() ![]() ![]() |
Fast 9 frame mid, unsafe on block, combo ender |
Damned Bola | ![]() ![]() ![]() |
High projectile, combo starter and extender |
Combo Starters
,
,
- Damned Bola
- War-Quoit Toss
Kollector’s main combo starter comes from his Ravages Of Time (,
,
) 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 (
) and Amplify it, which will tie the opponent up for a combo. Damned Bola is usually used after strings such as
,
and
+
,
. The War-Quoit Toss (
) ability replaces Damned Bola and can be used similarly as a combo starter.
Combo Enders
- Shotel Fury
+
,
,
+
- Demonic Clutch
Kollector’s combos are usually ended with Shotel Fury (), which will leave the opponent close on knockdown. Amplifying Shotel Fury will deal maximum damage, while holding
after Amplifying will switch positions with the opponent. An alternative is to end combos with
+
,
,
+
which will also switch positions without having to spend meter. Equipping the Demonic Clutch (
) ability will grant higher damage than that of Shotel Fury.
Ravages Of Time
Ravages Of Time (,
,
) is Kollector’s strongest attack to use at mid-range.
,
,
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
,
,
can be Flawless Blocked, many Flawless Block Attacks will whiff when done at maximum range.
Ill-Gotten Gains
Ill-Gotten Gains (+
,
) is Kollector’s main attack to use at close-range.
+
,
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 +
,
consists of 2 hits, it possible to hit confirm the string after
+
is blocked. If the opponent is hit after
+
, quickly react and hit confirm
+
,
into Damned Bola for a combo. This makes Kollector’s
+
staggers much more dangerous.
Kollector can also opt to finish the string with a mix-up by using either +
,
,
+
or
+
,
,
+
. The last hit of
+
,
,
+
is a low, while the last hit of
+
,
,
+
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 (+
,
,
) 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
,
,
. Although
+
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
+
,
,
will only come out on hit and cannot be cancelled into a Special Move.
Kollector’s Mace Drop (+
) can be used in a similar manner.
+
is a 16 frame low attack that when used, Kollector will drop his mace to the ground, hitting opponents in front. Since
+
consists of 2 hits, it is possible to hit confirm it into a combo.
Play For Souls
Kollector’s Play For Souls (,
+
,
) 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 (+
,
) 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
+
,
hits, it can be hit confirmed into Shotel Fury (
) or the Relic Lure (
) ability.
Take It All
Take It All (,
) 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
+
,
. 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 (+
) 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
+
,
,
,
. 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
+
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 +
. 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 (). 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
+
,
and
,
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
. 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 +
,
. Demonic Mace can also be escaped by jumping if used after
,
.
Damned Bola
Kollector’s Damned Bola () 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
+
or use Fade Out (
) 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 and cancelled by inputting
. This allows Kollector to hit confirm
+
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.
Relic Absorb
To counter enemy projectiles, Kollector can use his Relic Absorb (). 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.
Abilities
Up Demonic Mace
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---|
![]() Adds Up Demonic Mace Special Move. Demonic Mace that flies at an upward angle.
|
Relic Lure
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![]() Replaces Relic Absorb. Pull the opponent close and blast them.
|
Demonic Clutch
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![]() Adds Demonic Clutch Special Move. Slash the opponent with blades from his bag.
|
War-Quoit Toss
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![]() Replaces Damned Bola. Throw a chakram.
|
Bag Bomb
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---|
![]() Adds Bag Bomb Special Move. Throw an arcing projectile.
|
Vial Of Sorrow
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![]() Adds Vial Of Sorrow Special Move. Throw a vial that leaves flames for a short time.
|
Demonic Comet
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![]() Modifies Vial Of Sorrow and Bag Bomb. Gain access to both (Air) Vial Of Sorrow and (Air) Bag Bomb.
|
Fade Out
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![]() Adds Fade Out Special Move. Teleport behind the opponent.
|
Demonic Clutch
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
+
,
. It can also be used after staggering with
+
. 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 +
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.
War-Quoit Toss
The War-Quoit Toss () ability 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.
Zoning
The Vial Of Sorrow () and Bag Bomb (
) abilities enhances Kollector’s zoning potential. 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.
Fade Out
Fade Out () 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
+
,
to retreat from the opponent. After Far Fade Out, Kollector will be in perfect range to attack with his
+
.
Combos
Beginner
![]() Kollector – Back in the Pack – Beginner CombosIncomplete |
![]() Kollector – Spare Change – Beginner CombosIncomplete |
![]() Kollector – Squander – Beginner CombosIncomplete |
Advanced
![]() Kollector – Back in the Pack – Advanced CombosUp Demonic Mace |
![]() Kollector – Spare Change – Advanced CombosBag Bomb |
![]() Kollector – Squander – Advanced CombosRelic Lure |