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Thread: ZZ/ZB Home Thread

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    Default ZZ/ZB Home Thread

    First, I'd like to credit Cyrus C. (for the Petrus Home thread idea) and Innocence (lol...). Just a thread for those few ZZ/ZB members out there.
    Here's a list of cubers that use ZZ/ZB method as their main method that I KNOW of:

    Sir E Brum
    4Chan
    koreancuber
    blah (not sure)
    Cride5
    ThatGuy
    Mustard
    Kirjava (for lulz, lol)
    Innocence
    ostracod
    vcuber13
    yurivish
    a small kitten
    James
    iasimp1997
    nitay6669
    [abc]toshiro
    eastamazonantidote
    Stachuk1992
    jordan12
    Anonymous
    Escher
    Matthew

    Please help me add more! (just post on this thread if you know any cuber that uses the ZZ/ZB method as their main)

    Here's some great info from Cride5! Thanks!

    I guess its probably a good idea to include links to other past ZZ threads:


    ZBLL algorithms from eastamazonantidote!


    Quote Originally Posted by eastamazonantidote View Post
    Alrightie then- take 2. Here you guys go (should work better now):

    ZZLL Algorithms.doc


    ZZLL Algorithms.odt


    ZZLL Algorithms.pdf


    I'm almost positive I missed some, so don't be afraid to let me know. I just took the cases from HERE and found the corresponding case in my ZBLL sheet. However, I only count 155 algorithms in this document when there should be 167 (right?) so something isn't there. Just let me know and I'll get it fixed.


    ZZF2L tips from Conrad (Cride5)!
    (more info here and here)

    Tips for ZZF2L Lookahead:

    * Partially hidden edges - learn to identify them through elimination
    * Partially hidden corners - ensure you can 'see' 6/8 corners at all times. See: Coracle
    * EOLine-F2L transition - basically concentrate on F2L during EOLine - don't 'check' your line edges
    * Flexibility - On 1x2x2 blocks be willing to use either a D or and E-slice edge
    * No looking at B/D - rotations are bad, use R/L moves to find pieces if you need to

    ZZF2L execution tips from Matt S!

    Quote Originally Posted by Matt S View Post

    I have a couple ZZF2L execution tips that I think are worth sharing (especially for others coming from a CFOP background):

    1) Discover and learn to recognize nice patterns for forming 1x2x2 blocks. When you first start there will be times when you're just trying to make a corner edge pair and you'll make a happy discovery that the second edge "magically" made its way to the right spot. When this happens, stop, undo your moves, and take a look at the three piece pattern that caused this happy accident. Now you'll be able to recognize and eventually work to form these nice three piece patterns, which are often much easier and faster than forming the pair and then positioning the second edge in sequence.

    One position that I've come to love early in the F2L is the "broken corner" position. This is the position where the D-sticker of the corner faces up and the side sticker matches the adjacent edge (the one that every new CFOPer hates until he learns an alg for it). You're probably familiar with the R2 U2 R' U' R U' R alg used to solve it. It's extremely useful to know the position after the initial R2 U2 (perform R' U R' U R on a solved cube), because it's very easy to recognize get directly into this position early in the F2L. Then it's just five moves to go from a "bad" situation (mis-formed pair + edge on wrong side) to a solved and positioned 1x2x2 block.

    2) Similar to #1, also backtrack when you have a case where making the pair puts the second edge in an especially bad spot, so you can recognize and avoid this. Sometimes you'll find that doing just one move before forming the pair will turn a bad situation into a very nice one.

    3) Use of free "slots" is important in CFOP, but it's even more important in ZZ because a) it gets back some of the lost flexibility from having F and B fixed, and b) early on you have a free slice rather than just a slot, so it's even more "free".

    3) Learn and become comfortable with the block breaking algs that you didn't really need in CFOP because of the ability to use F and B. This is probably obvious, but I went weeks using cludgy tricks to avoid block breaking, which wasn't worth it.

    something Chris Tran brought up

    ELLC, only 27 algs!

    ZZF2L 'Open Slotting' Algorithms by Conrad! (Cride5)

    Spoiler:

    Quote Originally Posted by Cride5 View Post
    When solving ZZF2L I find myself inserting C+E pairs into 'open' slots almost as often as closed ones. Although it can improve efficiency, the main reason I do it is for lookahead. Where an initial 1x2x2 belongs in a front slot, I normally place it into the back to fill up the hidden edge positions (BL and BR).

    Although I've been doing this for quite a while, I've never actually looked at the best algs for solving into an open slot. While some of the cases are best solved by closing the slot and executing the normal alg, many cases can be more efficiently solved by an alg optimised for this situation.

    All cases are presented below for completeness, however some of them can probably be ignored. Some are based on just closing the slot, while others can be easily worked out through intuition.


    Basic Cases

    visualcube.php?fmt=gif&stage=f2l&size=70&case=UL'U  RU'L
    (U) L' U R U' L . . (5f)
    (U) R U2 R' U' R . . (5f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=UR'U  LU'R2UL'
    (U) R' U L U' R2 U L' . . (7f)
    (U) R2 D R' U2 R D' R' . . (7f)
    (U') R U2 R' U' R U R' U' R . . (9f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=R2U2  R2U'R2U'R'
    R2 U2 R2 U' R2 U' R' . . (7f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'  U'RU'R'U'R
    R U R' U' R U' R' U' R . . (9f)
    R U2 R' U R U R' U' R . . (9f)
    R B2 U L U' L' B2 . . (7f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=U'RU  2R'URU'R'UR
    (U') R U2 R' U R U' R' U R . . (9f)
    (U) R' U2 R2 U R2 U R2 . . (7f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'  U2RU2R'UR
    (U') R U' R' U R U' R' U R . . (9f)
    R U R' U2 R U2 R' U R . . (9f)
    R B2 U2 R B2 R' U2 B2 . . (8f)



    Corner Trapped

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RU2R  'UR
    R U2 R' U R . . (5f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R  'U'R
    R U' R' U' R . . (5f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'  U'RU'R'UR
    R U L' U R' U' L R . . (8f)
    L R U' R' U L' U R . . (8f)
    R U R' U' R U' R' U R . . (9f)



    Edge Trapped

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'  U'R
    R U R' U' R . .(5f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R  'UR
    R U' R' U R . . (5f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'  URU'R'U'R
    R U R' U R U' R' U' R . . (9f)
    (U') L' U2 L F2 R' F2 R2 . . (7f)
    (U') L' U2 R U2 R' U2 L R . . (8f)



    Both Trapped

    visualcube.php?fmt=gif&stage=f2l&size=70&case=R'U2  R'URU'RU2R2
    R' U2 R' U R U' R U2 R2 . . (9f)
    R2 U2 R U' R U R' U2 R' . . (9f)
    F2 U' F2 R' D R' D' R' . . (8f)
    R' D' R' D R' B2 U' B2 . . (8f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R  U2R2U'R2U'R'
    R U' R U2 R2 U' R2 U' R' . . (9f)
    R' U' R2 U' R2 U2 R U' R . . (9f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR2  U2RUR'UR2
    R U R2 U2 R U R' U R2 . . (9f)
    R2 U R' U R U2 R2 U R . . (9f)



    Connected Cases

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R  'U'L'URU'L
    R U' R' U' L' U R U' L . . (9f)
    R U R' U2 R U' R' U' R . . (9f)
    F R B R' F' R B' . . (7f)
    F' R B R' F R B' . . (7f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=U'RU  R'U'RUR'U'R
    (U') R U R' U' R U R' U' R . . (9f)
    R' U' R2 U' R2 U2 R2 . . (7f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R  'U2RU'R'UR
    R U' R' U2 R U' R' U R . . (9f)
    (U) R' U' R U' R' U2 R2 . . (7f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=UR'U  2RUR'UR2
    (U) R' U2 R U R' U R2 . . (7f)

    visualcube.php?fmt=gif&stage=f2l&size=70&case=U2RU  R'U2RUR'U'R
    R B2 L U L' U' B2 (7f)
    (U) L' U2 L U L' U L R . . (8f)
    R U R' U' R U R' U2 R . . (9f)
    (U2) R U R' U2 R U R' U' R . . (9f)

    ... and of course there's always the wiki pages:
    ZZ
    ZB
    ZBLL
    COLL
    EPLL

    AND SO MANY MORE!
    Last edited by koreancuber; 07-30-2010 at 06:13 PM.
    BigGreen: CHOSONOON HANADA!

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    Member miniGOINGS's Avatar
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    Musturd.

    Also...when did I come up with this idea?
    Personal Records | 2x2: 6.03, 8.84 | 3x3: 18.08, 24.06 | 4x4: 1:19.33

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    Good point. Innocence, sorry.
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    I use ZZ for the lulz.

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    Premium Member Cride5's Avatar
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    Great idea for a thread

    Quote Originally Posted by koreancuber View Post
    Here's my question... what's the average move count of the EOLine?
    Optimal average is ~6.127 moves.

    I find achieving a near-optimal EOLine isn't too hard. Optimal EO is easy, and if you're paying attention to your line edges then the line part is rarely more than 3 moves.


    EDIT: I guess its probably a good idea to include links to other past ZZ threads:


    ... and of course there's always the wiki pages:
    http://www.speedsolving.com/wiki/index.php/ZZ
    http://www.speedsolving.com/wiki/index.php/ZB
    http://www.speedsolving.com/wiki/index.php/ZBLL
    Last edited by Cride5; 04-29-2010 at 03:15 PM.
    3x3(ZZ): a12 16.73, pb 11.22 nl | 2x2(Guimond): a12 5.27, pb 3.40 nl | FM a12 30.1, pb 21
    Or you can just use the Wiki .. or cTimer .. or VisualCube

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    Quote Originally Posted by Cride5 View Post
    Great idea for a thread

    Quote Originally Posted by koreancuber View Post
    Here's my question... what's the average move count of the EOLine?
    ~6.127 moves.

    I find achieving a near-optimal EOLine isn't too hard. Optimal EO is easy, and if you're paying attention to your line edges then the line part is rarely more than 3 moves.
    I get the EO line, and I can get it during the 15 sec inspection time, but I can't seem to get the line. Any good times on practicing it?
    BigGreen: CHOSONOON HANADA!

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    Quote Originally Posted by koreancuber View Post
    I get the EO line, and I can get it during the 15 sec inspection time, but I can't seem to get the line. Any good times on practicing it?
    Track/trace the pieces. It comes with practice, and time.
    Personal Records | 2x2: 6.03, 8.84 | 3x3: 18.08, 24.06 | 4x4: 1:19.33

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    Is there anyone learning ZB who uses Petrus?
    <3 4x4x4: 1/5/12/100 44.92/49.94/52.01/56.71
    "4x4x4 is the only event that matters." - Christopher Olson

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    Premium Member 4Chan's Avatar
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    I like to think that people who go to learn ZB will give up around the 300 algorithm mark.

    I like to think to myself that it's a fad.

    Buuuuut, it would be nice to be proven wrong. (:

    EDIT: I'll offer help/advice/algorithms to anyone who posts in this thread though.
    I'm not too good with the ZZ part, but the LL part, I have a bit of experience.
    Cubing Journal. ლ(;__;ლ)

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    Hey, you can put me down on the list I think. Lol, I am trying to switch, believe it or not, just look at my horrible Fridrich times in the Sub-20 race.
    PB 1/5/12/100: 13.86/18.26/19.33/21.26

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