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Kollector General Discussion

ScorpXL

Goro?
Im fishing around for a new character to pick up and I had a few questions for you peeps:

  1. What is his best variation?
  2. What are his issues, if any?
  3. Is he a good rushdown character?
1. His best variation imo is Back in the Pack (Up Demonic Mace, Demonic Clutch, and Fade Out). The teleport really helps against zoners, and his command grab is a mid that tics off of D1 and D4.

2. Right now, I'd say he kind of struggles when the opponent is up close since he doesn't really have any good ways to get out of pressure. His normals are also quite slow which is why knowing proper spacing is essential for him. His mix-up options are pretty underwhelming and his KBs aren't great either.

3. He's more of a mid-ranged spacing control character. He isn't that great at maintaining pressure since he doesn't have any strings that are + on block except for 443, and 443 doesn't even come out if the opponent blocks 44. He's got good footsie tools though. His moves have good range and his b3 is a great anti-air. He mainly excels at baiting the opponent into attacking and then whiff punishing them with long ranged normals like 4.
 

CmC_HAt

Noob
Yes his standard is micro dash 12 bola. I'm sure you can do micro dash f22 for a bit more damage but 12 is just easier. Any of his pop ups can lead into micro dash 12
thanks men, yesterday i connect after the u2 wake up d1 db3, but micro dash 2 3 gets better damage
 

CmC_HAt

Noob
i dont understand why kollector is called mid tier, he have:
nice teleport, good range, f1 low, is -1 so staggers, average damage, mid command grab, db3 is 9 startup so it can punish an amount of unsafe "non - punishables " moves, like erron's f4 mb...
please, someone explain me what im loosing here.....
 

GhosT

Kombatant
His range on standing 4 is great but it's still not like having a 2 or 3 hit advancing mid. I think it's too early to call him mid low or high tier but he definately has tools, also some big issues. First thing that comes to mind is f12 using that to whiff punish puts you in a lot of situations you cant continue your combos with the bola. I would like to see him get his mace forward and backward cancels back just without the infinite, and find a way to make the bola link at max f1 range because it's really a turn off to get a perfect whiff punish and have the BNBs drop because you weren't nose to nose when you hit them. Honestly that is my number 1 gripe. Mk11 is about space and neutral more than a lot of mix and the f12 string used as a whiff punish sucks. Make it if f1 hits and isnt blocked he pulls them all the way in so the combo will land. I dont see an issue with that f1 doesnt give you any forward momentum should be easy to fix
 

GhosT

Kombatant
Also I dont see the point in all of his plus on block but wont come out on block strings. Were they not finished with everything ?
 

CmC_HAt

Noob
yeah, 4 4 3 adventage on block is useless
and the conect issue with the string > f1 2, bola, , all i do is> if im closer toss the bola,
but if i conect f1 2 with the peak of the blade, (max distance or close) , just do db3, to end the combo
 

BoysBoysBoys

Apprentice
Anyone having issues getting the Should Have Paid brutality? I can’t for the life of me get it to work.
You have to hold the throw button.

Unrelated, but you can combo B3 into D1 DB3 in the corner. Doesn't seem like it will connect in a juggle e.g after a jump kick.
 

SnowboardRX

^ You have no idea who this guy is ^
So I think his issue is his frames need to be more active. I get knocked out of all of my animations by everyone in the cast. Even his d3 has been known to get beat out by this issue. This one thing would be a fix in the right direction.
 

ogrimtitan

Mortal
So has Kollector got any dirt or what? Ironically, he seems like a very straightforward, honest character with a simple gameplan. I was really expecting him to have some nasty setups and such, given his design.
 

_CHINOCUDEIRO_

Machakabotones
So has Kollector got any dirt or what? Ironically, he seems like a very straightforward, honest character with a simple gameplan. I was really expecting him to have some nasty setups and such, given his design.
I think vials-flames on the ground are pretty interesting . They guarantee 80% damage on hit/block. The issue is their recovery frames. We need to explore strings that gives this damage for free and safe
 

SnowboardRX

^ You have no idea who this guy is ^
I literally can’t anymore with this character. Like, I must be a glutton for punishment or something. His move priority is probably dead last in this game. Things that should hit and come out first get beaten by anything. Why am I still sticking with him? They need to take a deep look into fixing glaring issues with this guy.
 
I think vials-flames on the ground are pretty interesting . They guarantee 80% damage on hit/block. The issue is their recovery frames. We need to explore strings that gives this damage for free and safe
443 into vials on hit leaves you at frame disadvantage but your mid to full screen so only punish i think there could be is a teleport like scorpions or a fast advancing move.
B23 to vials seems like the best option. you guaranteed to get the vial off afterwards though i think your either -1 or neutral afterwards.

If you catch the opponent in the air with something like B3 then you can throw vial to get damage ticks though again your at frame disadvantage.

If you air to air or use JI3/4 and vial then you are at a frame advantage. that's pretty much it. his other strings leave him to exposed so he gets easily punished or there more there as an option on wakeup for example with his bag bombs. if they delay there wakeup after they get him by BF 2 then vials will damage them, if they don't then bag bomb keeps them in check
 
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smile

Mortal
i recorded koolector doing 13 backddash f22 and then tried to poke with sub and got whiff punished. will mess around with it more as a weird form of pressure. 131 also works in this way. and i left the typo of our boy's name cause i like it.
 

Matador Fiend

Kombatant
T
How is right now? I read he got some problems but..he got any srenght? he worth picking up?
I like his look and wanted to pick him up. I already learned Kotal who is dogshit and do not want to waste my time again, so i was wondering what makes Kollector so bad?
 

Matador Fiend

Kombatant
To answer my own questions after playing kollector for a bit, I've learned:

F12 into bola cancel does not connect at max range f1. Wtf. This is huge and has costed me games.

44 into bola does not connect. 44 into db3 doesnt connect at 44 safe range. Wtf. Lol yeah this character is not good.
 
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dribirut

BLAK FELOW
I realllly dont want to be a debbie downer but all these "bagbomb" setups with his second variations are pretty worthless honestly..

The character is pretty trash. Ive tried for weeks to make him work but hes easily bottom 3-5 in the game right now
 

Hitoshura

Head Cage
How minus is Kollector on block with some of his strings. I played a Kollector earlier who I thought was pretty good and I had a hard time playing neutral with him at points.
 

Matador Fiend

Kombatant
How minus is Kollector on block with some of his strings. I played a Kollector earlier who I thought was pretty good and I had a hard time playing neutral with him at points.
44 is 0 on hit and -11 on block
F12 is -7. If they complete the string into an OH or Low is punishable, like -14
F3 is -5 or -22 if full string
F22 is safe but inforget exact data like -5
 

Rey

Reycier
F3 is always - 5 on block cause the string doesn't come out on block.
B23 is one of his important strings because it's a 10 frame true mid.
doesn't lead into a full combo but otherwise you will have a hard time in the poke war.
especially with this 9 frame mid Charakters.
the thing with b23 and f22 on block is, if spaced well, you can easily go for a backdash if block and you are able to whiff punish certain Advancing strings.
After so many matches I got the feeling that the kollector needs his backdash quite often to outspace the opponent.
His NJP is also good to cover some space versus Advancing strings to whiff punish.