Thread starter
#1

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:

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

ELLC, only 27 algs!

Spoiler
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

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=UL'URU'L[/cube]

(U) L' U R U' L . . (5f)

(U) R U2 R' U' R . . (5f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=UR'ULU'R2UL'[/cube]

(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)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=R2U2R2U'R2U'R'[/cube]

R2 U2 R2 U' R2 U' R' . . (7f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'U'RU'R'U'R[/cube]

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)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=U'RU2R'URU'R'UR[/cube]

(U') R U2 R' U R U' R' U R . . (9f)

(U) R' U2 R2 U R2 U R2 . . (7f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'U2RU2R'UR[/cube]

(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

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU2R'UR[/cube]

R U2 R' U R . . (5f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R'U'R[/cube]

R U' R' U' R . . (5f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'U'RU'R'UR[/cube]

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

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'U'R[/cube]

R U R' U' R . .(5f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R'UR[/cube]

R U' R' U R . . (5f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'URU'R'U'R[/cube]

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

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=R'U2R'URU'RU2R2[/cube]

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)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'RU2R2U'R2U'R'[/cube]

R U' R U2 R2 U' R2 U' R' . . (9f)

R' U' R2 U' R2 U2 R U' R . . (9f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR2U2RUR'UR2[/cube]

R U R2 U2 R U R' U R2 . . (9f)

R2 U R' U R U2 R2 U R . . (9f)

Connected Cases

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R'U'L'URU'L[/cube]

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)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=U'RUR'U'RUR'U'R[/cube]

(U') R U R' U' R U R' U' R . . (9f)

R' U' R2 U' R2 U2 R2 . . (7f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R'U2RU'R'UR[/cube]

R U' R' U2 R U' R' U R . . (9f)

(U) R' U' R U' R' U2 R2 . . (7f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=UR'U2RUR'UR2[/cube]

(U) R' U2 R U R' U R2 . . (7f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=U2RUR'U2RUR'U'R[/cube]

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:

[wiki]ZZ[/wiki]

[wiki]ZB[/wiki]

[wiki]ZBLL[/wiki]

[wiki]COLL[/wiki]

[wiki]EPLL[/wiki]

AND SO MANY MORE!

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:

- ZZ speedcubing method
- ZZ Cubers
- ZZ F2L Algs
- ZZ F2L Move Count
- Phasing Explained (ZZ-b)
- Noob's Approach to Missing Link for ZZ-d

ZBLL algorithms from eastamazonantidote!ZBLL algorithms from eastamazonantidote!

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.

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.

**(more info here and here)**

ZZF2L tips from Conrad (Cride5)!ZZF2L tips from Conrad (Cride5)!

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!**
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.

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 upsomething Chris Tran brought up

ELLC, only 27 algs!

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

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=UL'URU'L[/cube]

(U) L' U R U' L . . (5f)

(U) R U2 R' U' R . . (5f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=UR'ULU'R2UL'[/cube]

(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)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=R2U2R2U'R2U'R'[/cube]

R2 U2 R2 U' R2 U' R' . . (7f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'U'RU'R'U'R[/cube]

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)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=U'RU2R'URU'R'UR[/cube]

(U') R U2 R' U R U' R' U R . . (9f)

(U) R' U2 R2 U R2 U R2 . . (7f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'U2RU2R'UR[/cube]

(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

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU2R'UR[/cube]

R U2 R' U R . . (5f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R'U'R[/cube]

R U' R' U' R . . (5f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'U'RU'R'UR[/cube]

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

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'U'R[/cube]

R U R' U' R . .(5f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R'UR[/cube]

R U' R' U R . . (5f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR'URU'R'U'R[/cube]

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

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=R'U2R'URU'RU2R2[/cube]

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)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'RU2R2U'R2U'R'[/cube]

R U' R U2 R2 U' R2 U' R' . . (9f)

R' U' R2 U' R2 U2 R U' R . . (9f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RUR2U2RUR'UR2[/cube]

R U R2 U2 R U R' U R2 . . (9f)

R2 U R' U R U2 R2 U R . . (9f)

Connected Cases

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R'U'L'URU'L[/cube]

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)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=U'RUR'U'RUR'U'R[/cube]

(U') R U R' U' R U R' U' R . . (9f)

R' U' R2 U' R2 U2 R2 . . (7f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=RU'R'U2RU'R'UR[/cube]

R U' R' U2 R U' R' U R . . (9f)

(U) R' U' R U' R' U2 R2 . . (7f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=UR'U2RUR'UR2[/cube]

(U) R' U2 R U R' U R2 . . (7f)

[cube]visualcube.php?fmt=gif&stage=f2l&size=70&case=U2RUR'U2RUR'U'R[/cube]

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)

[wiki]ZZ[/wiki]

[wiki]ZB[/wiki]

[wiki]ZBLL[/wiki]

[wiki]COLL[/wiki]

[wiki]EPLL[/wiki]

AND SO MANY MORE!

Last edited: Jul 31, 2010