GenTheSnail
Veteran
https://www.speedsolving.com/wiki/index.php/ZZIn ZZ, you do EOline, ZZF2L, and then you have a few options: WV, CLS, COLL, or ZBLL. (And CTLL, and probably some others that I'm missing.)
There is a huge list of ZZ LL and LSLS variants.
In CFOP, you do Cross, F2L and then you have a few options: OLL/PLL, OLLCP/EPLL (and some more that I'm probably missing.), but that's usually as far as it goes.
While I think it is hard to expand EOLine to XEOLine, it is possible, and I have done it in several (albeit not many) speedsolves. I have preserved pairs and built them during EOLine, whether that be by doing EO and then building the blocks before my Line is done, or building the blocks before EO is done. There are plenty of options.But if you're solving with CFOP? You can start with a cross, or an X-cross; you can try your best to make a good cross out of a bad case and improvise your F2L, or if you have a decent case, track your first F2L pair in inspection. What? Your cross is easier than that? Consider an X-cross, or track more than one pair. Also remember that there are many different ways to approach cross building and a few different ways to approach X-crosses, so at the start of the solve, you have quite a few options.
I think this describes ZZF2L pretty well, though you never have to mind rotations.Then there's F2L; if you don't mind rotations, CFOP F2L is pretty fast and efficient, and you also have a lot of control over multiple pairs and empty slots, so you can preserve/force certain edge/corner orientations. This affects the pairs you are solving (multislotting), the pairs you are going to solve (which assists in lookahead and ergonomics), and your last layer itself. And that's another thing that you can take more advantage of in CFOP: Last Slot Last Layer. Whether it be VLS, MGLS, CLS, RLS... you can learn quite a few algs to deal with all kinds of cases depending on what you're comfortable with. I want to point out that all of these options do not necessarily make CFOP better; in fact, it may make CFOP worse in some cases, as a more straightforward approach is sometimes much better than a more complicated (maybe even theoretically better) one. The point of both methods, initially, was to make a straightforward and efficient method, and both went in different directions. Simply due to ZZ's nature (edge orientation, optimized last layer, etc.), there is not much one can do to perfect upon the method other than learn ZBLS/ZBLL and practice a lot. To contrast, a lot of CFOP's steps can be interrupted or approached in different ways, which yields more diversity. This is exactly how I look at CFOP and ZZ: for better or for worse, CFOP is more compatible with a lot of alg sets and intuitive approaches that ZZ solvers will never have to worry about.
You have an incredible amount of flexibility when building squares and pairs, influencing other pieces. Multislotting is arguably better since edges are oriented and can slide into their place easily, without having to get oriented. This abundance of options is, as you mention, what actually slows ZZ down. You have to chose between a dozen different options that change with each turn. Phil wrote a post about this somewhere.
Some would say that because DR/DL are open for pieces to hide, lookahead is impaired.
My response is to ask how you can look ahead with you edges misoriented?
The same response: You get used to it. You lookahead before a piece disappears into the murky demensions of {DR/DL and and misorientation}.
Phil Yu peaked at #2 and NAR in OH average a few years ago. He's still ranked at 51, though his old NAR average would be only 58th now. Andrew Huang is ranked 37th, Andrew Nathenson is 66th, and Simon Kalhofer is 71st. While only 4/100 isn't big at all, the proportion of ZZ solvers in the top 100 in OH average is big. I wouldn't recon that more than 1k people solve using ZZ, and nearly everyelse uses CFOP/LBL.Maybe it could shine for oh or feet.
I got 71st in Feet singe, and 108th in Feet mean. Now I'm 86th and 123rd respectively. I plan on improving those ranks.
I don't know of any other "good" ZZ/Feet solvers other than myself.
I would say that they already do shine.
I disagree with everything here, except that EOLine is slightly less fingertricky than cross, though fingertrickyness doesn't impede lookahead.EOline is less fingertrickfriendly than cross and makes it harder to plan ahead into F2L
The RUL moveset makes fingertricks way worse and forces a lot of regrips and lowers overall TPS, it also makes the F2L too restricted and makes multislotting almost impossible
The unsolved D edges make R2s and L2s possible and those are just horrible(if they aren't part of a nice alg like the Uperm), it also screwes up lookahead and overall flow of the solve.