Outils

Gunstoppable Checklist Momentum

Habitudes pre-run gardant vitesse égale aux dégâts

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Checklist Momentum Gunstoppable

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.

SectionTimePurpose
A. Session setup30 secAudio performance input
B. Movement chain60 secSpeed multiplier uptime
C. Parry and defense45 secImpact frames spacing
D. Grapple chains45 secHeight corpse momentum
E. Offense and Reaper30 secDual-wield rhythm slow time

A. Session setup

CheckPass criteriaIf fail
Dialogue volume splitVoice lines audible over combat SFXAdjust dialogue slider separately demo Patch 25 UX pass
Speedometer visibleHUD shows current speed tierToggle HUD options before run
Reaper binding confirmedQ (KB) / B (pad) triggers slow time on demandRe-read Contrôles ; slow time not automatic post Patch 24
Performance headroomStable frame rate busy roomsEnable low graphics mode minimum spec PCs
Input buffer feelSlide and jump accept inputs during landing animLower 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.

CheckPass criteriaDrill
Slide entrySlide begins within one second of sprintLoop slide → jump empty corridor
Wall-run exitJump off wall with forward cameraSee Mouvement & Momentum corner routes
Rail handoffMount rail without full stopPractice approach angle demo city block
Dash spacingDash covers gap without overshooting ledgeMark floor tiles mentally
Speedometer glanceNotice speed drop within half a secondWatch 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.

CheckPass criteriaNotes
Impact frame timingParry connects telegraphed melee windup not contactListen distinct parry confirm sound
Bullet-hell choiceKnow when parry vs dashElites sustained fire favor dash + grapple
Post-parry repositionImmediate slide or grapple not strafeSpeed must rebound instantly
Melee follow-throughKnife or katana swing does not cancel momentumPair dual-wield off-hand ready
Elite markersNotice UI markers when 1–2 enemies remainAdded 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.

CheckPass criteriaCommon mistake
Hook priorityGrapple high anchor before floor fightHooking floor enemies too early
Corpse grappleKill launches body ; hook before settlesHooking late loses vertical speed
Slide under hookSlide maintains horizontal speed entering hookStanding hook
Ceiling clearanceHook path avoids beam collisionLosing seconds re-hook
Exit velocityRelease toward next enemy clusterHanging 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.

CheckPass criteriaLink
Dual-wield alternationOff-hand fires during primary reloadAide loadout cadence table
Simultaneous burstBoth triggers fat targets onlyAvoid full double reload empty
Reaper triggerPress Q/B cluster peak not empty roomMouvement & Momentum kill chain notes
Reaper exitGrapple planned before slow time endsPrevents speed collapse
Boss thresholdSave Reaper add wave or phase swapSee Boss telegraphs

Gate: Activate Reaper at least once before first mini-boss or floor gate.

Mini checklist between-floor (15 sec)

CheckAction
Speed habitDid last room end on slide or grapple?
Parry confidenceAny unexplained hits? Re-read telegraph
Weapon syncReloads still staggered? Adjust Kane via Aide loadout
Meta spendAméliorations permanentes opener speed purchased?

Diagnostic échec

SymptomLikely causeFix
Low DPS good aimWalking between packsRepeat section B
Random deaths meleeEarly parryRepeat section C Patch 24 timing
Lost verticalityLate corpse hooksRepeat section D
Reaper feels uselessLate activationPress earlier second enemy cluster
Build feels weakWrong pair not wrong skillStarter 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

FAQ

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.