Tools

Gunstoppable Momentum Checklist

Pre-run habits that keep speed equal to damage

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Momentum Checklist

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.

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

A. Session setup

CheckPass criteriaIf fail
Dialogue volume splitVoice lines audible over combat SFXAdjust dialogue slider separately (added in 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 Controls; slow time is not automatic post Patch 24
Performance headroomStable frame rate in busy roomsEnable low graphics mode on minimum spec PCs
Input buffer feelSlide and jump accept inputs during landing animLower 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.

CheckPass criteriaDrill
Slide entrySlide begins within one second of sprintLoop slide → jump in empty corridor
Wall-run exitJump off wall with forward cameraSee Movement and Momentum corner routes
Rail handoffMount rail without full stopPractice approach angle from demo city block
Dash spacingDash covers gap without overshooting ledgeMark floor tiles mentally
Speedometer glanceYou notice 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 and melee animations. Old muscle memory from early demos may be early; trust the new window.

CheckPass criteriaNotes
Impact frame timingParry connects on telegraphed melee windup, not contactListen for distinct parry confirm sound
Bullet-hell choiceYou know when to parry vs dashElites with 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 with dual-wield off-hand ready
Elite markersNotice UI markers when 1–2 enemies remainAdded 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.

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

CheckPass criteriaLink
Dual-wield alternationOff-hand fires during primary reloadLoadout Helper cadence table
Simultaneous burstBoth triggers on fat targets onlyAvoid full double reload empty
Reaper triggerPress Q/B at cluster peak, not empty roomMovement and Momentum kill chain notes
Reaper exitGrapple planned before slow time endsPrevents speed collapse
Boss thresholdSave Reaper for add wave or phase swapSee Bosses telegraphs

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

Between-floor mini checklist (15 sec)

CheckAction
Speed habitDid last room end on slide or grapple?
Parry confidenceAny unexplained hits? Re-read telegraph
Weapon syncReloads still staggered? Adjust at Kane via Loadout Helper
Meta spendPermanent upgrades that boost opener speed purchased?

Failure diagnosis

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

FAQ

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.