Gunstoppable Momentum Checklist
Pre-run habits that keep speed equal to damage
Gunstoppable ties outgoing damage to movement speed. Fenix hits hardest while sliding into a grapple, wall-running out of a parry, or rail-grinding across an arena—not while repositioning on foot between cover nodes. This checklist is a practical pre-run ritual: verify settings, rehearse chains, and enter each floor with parry and Reaper Mode habits already loaded.
Print it, keep it on a second monitor, or skim once before clicking Ready. Pair with Movement and Momentum for route diagrams and Controls for exact bindings. If you are still learning weapon basics, glance at Starter Builds after movement rows pass.
How to use this page
Work top to bottom. Each section ends with a Go / Fix gate: if any row fails in the practice lane or first room, stop and drill that row before pushing Kane the Rat shops on higher floors. Roguelite runs forgive death, but they 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 and spacing |
| D. Grapple chains | 45 sec | Height and corpse momentum |
| E. Offense and Reaper | 30 sec | Dual-wield rhythm and slow time |
A. Session setup
| Check | Pass criteria | If fail |
|---|---|---|
| Dialogue volume split | Voice lines audible over combat SFX | Adjust dialogue slider separately (added in 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 Controls; slow time is not automatic post Patch 24 |
| Performance headroom | Stable frame rate in busy rooms | Enable low graphics mode on minimum spec PCs |
| Input buffer feel | Slide and jump accept inputs during landing anim | Lower sensitivity or retry; Patch 25 added juicier jump/land feedback |
Gate: All rows pass.
B. Movement chain (speed = damage)
Goal: enter the first combat room already above baseline speed. Standing start wastes the multiplier that makes tier list weapons feel S-tier.
| Check | Pass criteria | Drill |
|---|---|---|
| Slide entry | Slide begins within one second of sprint | Loop slide → jump in empty corridor |
| Wall-run exit | Jump off wall with forward camera | See Movement and Momentum corner routes |
| Rail handoff | Mount rail without full stop | Practice approach angle from demo city block |
| Dash spacing | Dash covers gap without overshooting ledge | Mark floor tiles mentally |
| Speedometer glance | You 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 and melee animations. Old muscle memory from early demos may be early; trust the new window.
| Check | Pass criteria | Notes |
|---|---|---|
| Impact frame timing | Parry connects on telegraphed melee windup, not contact | Listen for distinct parry confirm sound |
| Bullet-hell choice | You know when to parry vs dash | Elites with 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 with dual-wield off-hand ready |
| Elite markers | Notice UI markers when 1–2 enemies remain | Added in Patch 24 for cleanup pacing |
Gate: Three successful parries in practice or first wave without eating full damage.
D. Grapple chains
Patch 25 improved ragdoll launches and corpse grapples; Patch 24 reduced float on grapple and slide. Chains should feel snappy, not hang in air.
| Check | Pass criteria | Common mistake |
|---|---|---|
| Hook priority | Grapple to high anchor before floor fight | Hooking floor enemies too early |
| Corpse grapple | Kill launches body; hook before it 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 to re-hook |
| Exit velocity | Release toward next enemy cluster | Hanging for full HP pick-up (move while looting) |
Cross-reference boss arenas on Bosses—some billionaire fights deny long hooks until phase two.
Gate: One vertical grapple chain plus one corpse grapple in the opening encounter.
E. Offense and Reaper Mode
Reaper Mode slows time after sufficient kill chain buildup. Manual activation lets you burst during dense packs instead of wasting slow time on the last straggler.
| Check | Pass criteria | Link |
|---|---|---|
| Dual-wield alternation | Off-hand fires during primary reload | Loadout Helper cadence table |
| Simultaneous burst | Both triggers on fat targets only | Avoid full double reload empty |
| Reaper trigger | Press Q/B at cluster peak, not empty room | Movement and Momentum kill chain notes |
| Reaper exit | Grapple planned before slow time ends | Prevents speed collapse |
| Boss threshold | Save Reaper for add wave or phase swap | See Bosses telegraphs |
Gate: Activate Reaper at least once before first mini-boss or floor gate.
Between-floor mini checklist (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 at Kane via Loadout Helper |
| Meta spend | Permanent upgrades that boost opener speed purchased? |
Failure diagnosis
| Symptom | Likely cause | Fix |
|---|---|---|
| Low DPS, good aim | Walking between packs | Repeat section B |
| Random deaths to melee | Early parry | Repeat section C with Patch 24 timing |
| Lost verticality | Late corpse hooks | Repeat section D |
| Reaper feels useless | Late activation | Press earlier on second enemy in cluster |
| Build feels weak | Wrong pair, not wrong skill | Starter Builds + Tier List |
Patch awareness
Track live changes on Patch Notes. Movement feel, parry frames, and Reaper input shifted during demo Next Fest—this checklist reflects August 2026 launch-era behavior. After major patches, re-run section A and C first.
Related pages
- Tools Hub — overview of all helpers
- Loadout Helper — weapon pairing before shops
- Getting Started — campaign structure and Kane the Rat
- Controls — full binding list
- Launch Notes — platform and language info
Frequently Asked Questions
Quick answers to the most common Gunstoppable questions.
How long should the full checklist take?
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 the list entirely.
Does momentum decay if I read upgrades at Kane?
Combat speed resets between rooms, but bad shop habits carry over mentally. Use the between-floor mini checklist and plan purchases with the [Loadout Helper](/tools/loadout-helper/) so you do not stall on indecision.
Why emphasize manual Reaper Mode?
Patch 24 changed slow time from automatic to button press so skilled players trigger it during peak clusters. Automatic triggers wasted power on low-value targets.
Are parry windows the same on Xbox?
Impact frames are identical; only input device differs. Xbox launches August 31, 2026 per [Launch Notes](/updates/launch-notes/).
What if my weapon is slow but movement is good?
Check reload cadence in the [Loadout Helper](/tools/loadout-helper/) and compare baseline power on the [Tier List](/tier-list/). Banana gun and similar picks received demo buffs—old opinions may be outdated.
Can I skip rails in cramped arenas?
Yes. Shorten the chain template to slide → wall-run → grapple. The goal is uninterrupted speed, not every movement verb every room.