指南

CICADAMATA MATA Movement Guide - Dash, Stomp, ZONE TIME

快速结论

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.

核验记录
发布: 最近核验: 受版本影响的内容会标记为待复查
当前中文路径先提供本地化导航和页面壳层,正文保留英文 verified 内容,以避免未经核验的机翻误导。后续会按页面逐篇补中文正文。

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:

  1. Run the direct Core to EXFIL path without Terminal or score detours.
  2. Add safe Dash and Stomp actions only where they move you toward the next objective.
  3. Add Terminal, DMND and speedrun optimizations after the route is stable.
  4. Recheck patch-sensitive movement or scoring behavior after game updates.

Verified Movement Pieces

PiecePractical useVerification status
First-person platforming and shootingThe Steam store positions CICADAMATA around fast platforming, shooting and speedrunning.Official Steam listing
Dash killsCommunity scoring notes list Dash kills as a distinct scoring action.Community-tested REV6
Stomp chainsCommunity scoring notes list 1x, 2x and 3x Stomp chain values.Community-tested REV6
ZONE / StarstruckCommunity scoring notes list multiplier behavior used for DMND routing.Community-tested REV6; patch-sensitive
THREAT HIGHLIGHTONEDOTONE 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:

GoalUse movement kills forAvoid
First clearSafety and space controlRisky detours for unneeded points
Terminal cleanupKeeping the Terminal path stableChanging the route before the pickup is confirmed
DMNDCommunity-tested high-value actions and multiplier windowsTreating raw speed as the only scoring requirement
SpeedrunMomentum toward Core and EXFIL objectivesScore 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:

TopicCurrent site status
Best jump chain for every levelNot verified yet
Exact Dash route per levelNot verified yet
Enemy-specific Stomp route per levelNot verified yet
Patch-stable ZONE timing windowsNot verified yet
Dedicated movement-only speedrun routesNot verified yet

Sources / Last Verified

SourceWhat It Supports
Steam Store - CICADAMATAOfficial genre and high-level movement/shooter/speedrunner positioning
Steam Community - CCDA clearance score thresholdsCommunity-tested CCDA context for DMND route goals
Steam Community - How to farm pointsCommunity movement-kill and point-farming discovery
SteamDB - UPDATE + ONEDOTONETHREAT HIGHLIGHT readability setting

Last verified: 2026-09-05