Gunstoppable Checklist Momentum
Habitudes pre-run gardant vitesse égale aux dégâts
Gunstoppable ties outgoing damage movement speed. Fenix hits hardest while sliding into grapple wall-running out of parry rail-grinding across arena — not while repositioning on foot between cover nodes. Checklist practical pre-run ritual : verify settings rehearse chains enter each floor parry Reaper Mode habits already loaded.
Print it second monitor or skim once before Ready. Pair Mouvement & Momentum route diagrams Contrôles exact bindings. Still learning weapon basics glance Starter builds after movement rows pass.
Comment utiliser page
Work top to bottom. Each section ends Go / Fix gate : if any row fails practice lane first room stop drill that row before pushing Kane the Rat shops higher floors. Roguelite runs forgive death rarely forgive standing still during upgrade screens.
| Section | Time | Purpose |
|---|---|---|
| A. Session setup | 30 sec | Audio performance input |
| B. Movement chain | 60 sec | Speed multiplier uptime |
| C. Parry and defense | 45 sec | Impact frames spacing |
| D. Grapple chains | 45 sec | Height corpse momentum |
| E. Offense and Reaper | 30 sec | Dual-wield rhythm slow time |
A. Session setup
| Check | Pass criteria | If fail |
|---|---|---|
| Dialogue volume split | Voice lines audible over combat SFX | Adjust dialogue slider separately demo Patch 25 UX pass |
| Speedometer visible | HUD shows current speed tier | Toggle HUD options before run |
| Reaper binding confirmed | Q (KB) / B (pad) triggers slow time on demand | Re-read Contrôles ; slow time not automatic post Patch 24 |
| Performance headroom | Stable frame rate busy rooms | Enable low graphics mode minimum spec PCs |
| Input buffer feel | Slide and jump accept inputs during landing anim | Lower sensitivity or retry ; Patch 25 juicier jump/land feedback |
Gate: All rows pass.
B. Movement chain (speed = damage)
Goal: enter first combat room already above baseline speed. Standing start wastes multiplier makes tier list weapons feel S-tier.
| Check | Pass criteria | Drill |
|---|---|---|
| Slide entry | Slide begins within one second of sprint | Loop slide → jump empty corridor |
| Wall-run exit | Jump off wall with forward camera | See Mouvement & Momentum corner routes |
| Rail handoff | Mount rail without full stop | Practice approach angle demo city block |
| Dash spacing | Dash covers gap without overshooting ledge | Mark floor tiles mentally |
| Speedometer glance | Notice speed drop within half a second | Watch meter during intentional pause |
Chain template: sprint → slide → jump → wall-run → grapple → rail → slide. Shorten if arena layout denies rails.
Gate: Complete chain twice without dropping to walking speed between nodes.
C. Parry and defense
Demo Patch 24 reworked parry impact frames melee animations. Old muscle memory early demos may be early ; trust new window.
| Check | Pass criteria | Notes |
|---|---|---|
| Impact frame timing | Parry connects telegraphed melee windup not contact | Listen distinct parry confirm sound |
| Bullet-hell choice | Know when parry vs dash | Elites sustained fire favor dash + grapple |
| Post-parry reposition | Immediate slide or grapple not strafe | Speed must rebound instantly |
| Melee follow-through | Knife or katana swing does not cancel momentum | Pair dual-wield off-hand ready |
| Elite markers | Notice UI markers when 1–2 enemies remain | Added Patch 24 cleanup pacing |
Gate: Three successful parries practice or first wave without eating full damage.
D. Grapple chains
Patch 25 improved ragdoll launches corpse grapples ; Patch 24 reduced float grapple slide. Chains should feel snappy not hang in air.
| Check | Pass criteria | Common mistake |
|---|---|---|
| Hook priority | Grapple high anchor before floor fight | Hooking floor enemies too early |
| Corpse grapple | Kill launches body ; hook before settles | Hooking late loses vertical speed |
| Slide under hook | Slide maintains horizontal speed entering hook | Standing hook |
| Ceiling clearance | Hook path avoids beam collision | Losing seconds re-hook |
| Exit velocity | Release toward next enemy cluster | Hanging full HP pick-up move while looting |
Cross-reference boss arenas Boss — some billionaire fights deny long hooks until phase two.
Gate: One vertical grapple chain plus one corpse grapple opening encounter.
E. Offense and Reaper Mode
Reaper Mode slows time after sufficient kill chain buildup. Manual activation lets burst dense packs instead of wasting slow time last straggler.
| Check | Pass criteria | Link |
|---|---|---|
| Dual-wield alternation | Off-hand fires during primary reload | Aide loadout cadence table |
| Simultaneous burst | Both triggers fat targets only | Avoid full double reload empty |
| Reaper trigger | Press Q/B cluster peak not empty room | Mouvement & Momentum kill chain notes |
| Reaper exit | Grapple planned before slow time ends | Prevents speed collapse |
| Boss threshold | Save Reaper add wave or phase swap | See Boss telegraphs |
Gate: Activate Reaper at least once before first mini-boss or floor gate.
Mini checklist between-floor (15 sec)
| Check | Action |
|---|---|
| Speed habit | Did last room end on slide or grapple? |
| Parry confidence | Any unexplained hits? Re-read telegraph |
| Weapon sync | Reloads still staggered? Adjust Kane via Aide loadout |
| Meta spend | Améliorations permanentes opener speed purchased? |
Diagnostic échec
| Symptom | Likely cause | Fix |
|---|---|---|
| Low DPS good aim | Walking between packs | Repeat section B |
| Random deaths melee | Early parry | Repeat section C Patch 24 timing |
| Lost verticality | Late corpse hooks | Repeat section D |
| Reaper feels useless | Late activation | Press earlier second enemy cluster |
| Build feels weak | Wrong pair not wrong skill | Starter builds + Tier list |
Patch awareness
Track live changes Notes de patch. Movement feel parry frames Reaper input shifted demo Next Fest — checklist reflects August 2026 launch-era behavior. After major patches re-run section A and C first.
Pages associées
Foire aux questions
Réponses rapides aux questions les plus fréquentes sur Gunstoppable.
Durée checklist complète ?
About three minutes once familiar. New players may spend five minutes drilling section B and C. Speed matters more than perfection — partial passes beat skipping list entirely.
Momentum decay read upgrades Kane ?
Combat speed resets between rooms but bad shop habits carry over mentally. Use between-floor mini checklist plan purchases [Aide loadout](/fr/tools/loadout-helper/) don't stall indecision.
Why emphasize manual Reaper Mode ?
Patch 24 changed slow time from automatic to button press skilled players trigger peak clusters. Automatic triggers wasted power low-value targets.
Parry windows same Xbox ?
Impact frames identical ; only input device differs. Xbox launches August 31 2026 per [Notes de lancement](/fr/updates/launch-notes/).
Weapon slow movement good ?
Check reload cadence [Aide loadout](/fr/tools/loadout-helper/) compare baseline power [Tier list](/fr/tier-list/). Banana gun similar picks received demo buffs — old opinions outdated.
Skip rails cramped arenas ?
Oui. Shorten chain template slide → wall-run → grapple. Goal uninterrupted speed not every movement verb every room.