CICADAMATA MATA Movement Guide - Dash, Stomp, ZONE TIME
Quick answer
Use MATA movement as one route system: move toward the next Core, use Dash and Stomp where they preserve momentum or score, and treat unverified advanced tech as Not verified yet.
MATA movement is the practical layer that connects CICADAMATA's platforming, shooting, scoring and speedrun routes. For a first clear, use movement to survive and reach each Core cleanly. For DMND or speedrun attempts, only add harder movement chains after the basic Core to EXFIL route is repeatable.
Quick Route Answer
Use this order when learning a level:
- Run the direct Core to EXFIL path without Terminal or score detours.
- Add safe Dash and Stomp actions only where they move you toward the next objective.
- Add Terminal, DMND and speedrun optimizations after the route is stable.
- Recheck patch-sensitive movement or scoring behavior after game updates.
Verified Movement Pieces
| Piece | Practical use | Verification status |
|---|---|---|
| First-person platforming and shooting | The Steam store positions CICADAMATA around fast platforming, shooting and speedrunning. | Official Steam listing |
| Dash kills | Community scoring notes list Dash kills as a distinct scoring action. | Community-tested REV6 |
| Stomp chains | Community scoring notes list 1x, 2x and 3x Stomp chain values. | Community-tested REV6 |
| ZONE / Starstruck | Community scoring notes list multiplier behavior used for DMND routing. | Community-tested REV6; patch-sensitive |
| THREAT HIGHLIGHT | ONEDOTONE adds a yellow sheen to THREATS and THREAT bullets for readability. | SteamDB patch note |
Jump Chains
Jump-chain routing is the habit of reading platforms, enemy positions and Core pickups as one continuous line. The exact best chain for each level is Not verified yet on this site unless it appears on that level's page. Use the Levels hub to choose a level before adding route-specific tech.
Dash
Dash is currently documented here only where it is tied to community-tested score behavior: Dash kills are listed as a separate point source in DMND routing notes. Do not assume every Dash route is faster or better for DMND. Test whether the Dash keeps you moving toward a Core, a safe enemy pack or EXFIL.
Stomp
Stomp chains matter because the community-tested REV6 scoring table separates 1x, 2x and 3x Stomp values. That makes Stomp a score route tool as well as a movement option. Exact enemy-by-enemy Stomp routes are Not verified yet unless a level page cites them.
ZONE TIME
ZONE and Starstruck are treated as scoring multipliers in the current DMND pages. For movement practice, the important rule is simple: do not trigger or extend a multiplier while traveling through empty space if a nearby enemy group or Core route would use it better.
Movement Kills
Movement kills should serve the route goal:
| Goal | Use movement kills for | Avoid |
|---|---|---|
| First clear | Safety and space control | Risky detours for unneeded points |
| Terminal cleanup | Keeping the Terminal path stable | Changing the route before the pickup is confirmed |
| DMND | Community-tested high-value actions and multiplier windows | Treating raw speed as the only scoring requirement |
| Speedrun | Momentum toward Core and EXFIL objectives | Score actions that do not help the category |
First-Clear vs Speedrun
First clears should prioritize a readable route through the level. Speedrun routing should come later, after you know the Core order, EXFIL approach and whether Terminal or DMND goals belong in that attempt. Use Beginner Guide for the first cleanup order, DMND for score targets and Speedrun for category context.
Not Verified Yet
The following topics need better source-backed route evidence before they become instructions:
| Topic | Current site status |
|---|---|
| Best jump chain for every level | Not verified yet |
| Exact Dash route per level | Not verified yet |
| Enemy-specific Stomp route per level | Not verified yet |
| Patch-stable ZONE timing windows | Not verified yet |
| Dedicated movement-only speedrun routes | Not verified yet |
Sources / Last Verified
| Source | What It Supports |
|---|---|
| Steam Store - CICADAMATA | Official genre and high-level movement/shooter/speedrunner positioning |
| Steam Community - CCDA clearance score thresholds | Community-tested CCDA context for DMND route goals |
| Steam Community - How to farm points | Community movement-kill and point-farming discovery |
| SteamDB - UPDATE + ONEDOTONE | THREAT HIGHLIGHT readability setting |
Last verified: 2026-09-05
Choose your next move
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