I'm a beginner, just learned to finish the cube with a traditional CFOP. I'm trying to learn a new method and just have started to look at the zz and Roux tutorials. Don't know how i collected enough courage to make a post here, maybe just can't help to show my ignorance I guess...
Anyway, here it is.
No matter what methods in use, they all have to deal with edge orienting. As far as I learned:
In CFOP:
- cross, 4 pillar inserts, LL 4eo, LL corners, LL permutes...
Here, 4eo done in cross, another 4 in pillar building, and the last 4 was done explicitly as a standard step.
In Roux:
- left block, right block, top corners, LM 6eo, 2 LL edges, M permutes...
Here, 3eo done in first block, another 3 in second, and the rest 6 were done explicitly later as a standard step too.
In ZZ:
- 12eo, cross, 4 pillar inserts, LL corners, LL permutes...
Here, all eo were done in the very beginning, and no worries for them all the way to the end.
One thing I noticed during my learning is that, strangely enough, those standard EO dealing (4eo in CFOP, 6eo in Roux, 12eo in ZZ) are all results around an average moves about 6. (I know, it's not an accurate statement, definately not. Just did encounter quite some scenarios of that...)
So, will this results in a little bit of advantage of ZZ? Since it uses same amount of moves to eliminate all eo turns throughout the rest solving?
I'm not a speed solver, not fast at all. So below is what I image how you guys feeling about this:
As a speed solver, those 4 and 3 eos during the early stages of CFOP or Roux could probably absorbed in solving *without* extra overhead. I mean, the next eo, pair matching/block building are planned out during the finger movements of previous inserts. With sharp eyes and quick pattern recognition, it really doesn't matter if the next edge block is oriented or not...
And even it causes extra turns, it may result in some extra 0.1 secs I guess. In the end it's very likely an absurd fingering stuff comparing to the heavy process of ZZ pre-solving inspection.
And the reality might be on the contrary. Without the fixed barrier of the EOline, F2L might just been easier. Many shortcuts could be used to build out those blocks. (Well, ZZ claims the same thing though, I think it's the shortcuts in some cases in which we don't have to do the cross before inserts...)
So perhaps ZZ is really shining for those top cubers only. Essentially, it means stealing the (Look+Plan) time of the LL/LM edge orienting out of the solving. Also, since there are no EO in the LL, it reduced the LL cases to a number of sub 500, which is somehow falling within the human memory boundaries. A few people could ultimately able to achieve the amazing "1LLL"...
So in the cost of some extra brain cells to burn, it might help to improve the world records.
But for beginners like me, it's definately not a "squeeze out anthor half second" method which could bring me the best time...
The reason why I still decide to keep investing my time and training on ZZ is it's fun(when you are not being pushed by a ticking timer), elegant design(consistancy during the F2L, no need to treat differenly on any F2L blocks or corners), and improval potential in long run(every steps of it could be settled from very easy steps, all the way up to an extremely hard but high efficient level... for example, eo-cross-F2L could be optimized to eoLine-F2L, and might even go to eoBlock-F2L, all depends on your ability of imagenations...)
Hope this post is useful to ... er, obviously, beginners like me.
For you guys I admired here, please correct me for the wrong, and kindly bare me for the rest low level common sense garbage stuff ...
: o)
Anyway, here it is.
No matter what methods in use, they all have to deal with edge orienting. As far as I learned:
In CFOP:
- cross, 4 pillar inserts, LL 4eo, LL corners, LL permutes...
Here, 4eo done in cross, another 4 in pillar building, and the last 4 was done explicitly as a standard step.
In Roux:
- left block, right block, top corners, LM 6eo, 2 LL edges, M permutes...
Here, 3eo done in first block, another 3 in second, and the rest 6 were done explicitly later as a standard step too.
In ZZ:
- 12eo, cross, 4 pillar inserts, LL corners, LL permutes...
Here, all eo were done in the very beginning, and no worries for them all the way to the end.
One thing I noticed during my learning is that, strangely enough, those standard EO dealing (4eo in CFOP, 6eo in Roux, 12eo in ZZ) are all results around an average moves about 6. (I know, it's not an accurate statement, definately not. Just did encounter quite some scenarios of that...)
So, will this results in a little bit of advantage of ZZ? Since it uses same amount of moves to eliminate all eo turns throughout the rest solving?
I'm not a speed solver, not fast at all. So below is what I image how you guys feeling about this:
As a speed solver, those 4 and 3 eos during the early stages of CFOP or Roux could probably absorbed in solving *without* extra overhead. I mean, the next eo, pair matching/block building are planned out during the finger movements of previous inserts. With sharp eyes and quick pattern recognition, it really doesn't matter if the next edge block is oriented or not...
And even it causes extra turns, it may result in some extra 0.1 secs I guess. In the end it's very likely an absurd fingering stuff comparing to the heavy process of ZZ pre-solving inspection.
And the reality might be on the contrary. Without the fixed barrier of the EOline, F2L might just been easier. Many shortcuts could be used to build out those blocks. (Well, ZZ claims the same thing though, I think it's the shortcuts in some cases in which we don't have to do the cross before inserts...)
So perhaps ZZ is really shining for those top cubers only. Essentially, it means stealing the (Look+Plan) time of the LL/LM edge orienting out of the solving. Also, since there are no EO in the LL, it reduced the LL cases to a number of sub 500, which is somehow falling within the human memory boundaries. A few people could ultimately able to achieve the amazing "1LLL"...
So in the cost of some extra brain cells to burn, it might help to improve the world records.
But for beginners like me, it's definately not a "squeeze out anthor half second" method which could bring me the best time...
The reason why I still decide to keep investing my time and training on ZZ is it's fun(when you are not being pushed by a ticking timer), elegant design(consistancy during the F2L, no need to treat differenly on any F2L blocks or corners), and improval potential in long run(every steps of it could be settled from very easy steps, all the way up to an extremely hard but high efficient level... for example, eo-cross-F2L could be optimized to eoLine-F2L, and might even go to eoBlock-F2L, all depends on your ability of imagenations...)
Hope this post is useful to ... er, obviously, beginners like me.
For you guys I admired here, please correct me for the wrong, and kindly bare me for the rest low level common sense garbage stuff ...
: o)
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