[Unofficial] 555 single: 1:08.20, yau method (yau5)

Move counts are estimated using [wiki]STM[/wiki] & [wiki]ETM[/wiki]
All notation is SiGN
Wide and slice move examples using SiGN notation: alg.garron.us
Rotations may not be actually what was performed
Moves and rotations in ( ) are executed simultaneously (usually)
[youtubehd]NG61XSgi1O4[/youtubehd]
F d2 F2 b2 U2 B' L l' u2 r2 B d2 b L'
b l' u' F u' f2 b2 u R2 F' U D2 r' U2 L'
b B2 r' b d r u l2 U' B2 r' f' d2 b' u b'
U d' l r2 b2 u' l' r B' l2 F r' b2 d2 D
y x2 // inspection
first 2 centres

M' U2 M // orange 3x2
U' (x' z') U 2l z' U' x2' 2r // orange
U' x U x' 2l' U' x' 2l z 2r U' 2r' // red 3x2
(x2' y') 3l' U2' 2l L2' 2u L2 2u' // red
3 cross edges

z2 U' x' U2' 3l2 D' // YO
4r' 2r' U M2' 4r2 U' // WO
x' 3r' U 3r' U' 2l2' 2r2 x' F' L // GO
finish centres

U2' 3r U' // blue 3x2
4r2 2r 2L' U' 4r' 2r U 2r 2L // blue
U 2L2 U x 2l2 // white 3x2
L' U' 2L' U2' 2L2 U 2L' // white
U' 4r U' 3r' U' 3r // 3x2
U2' 3r' U2' 3r // green / yellow
finish cross

4r U2' 2r' U' R U 2r z' L // OB / cross
4 edges + fix centres

R U' R' E // YG
y U L' U L 2u' L' U L E // WB
R U' R' 2d // YB
U' 4d' F' L F L' 2d2 y2 R U' R' E' // WG
L' U' L 2d2 y // fix centres
first 2 F3L pairs

R' U R U' R' U' R // oYG
U' y' R' U R // oWG
last 4 edges

L' U L E' // YG
U L' U L E F' L F L' 2d // GR
U' R U' R' 2d' 2u' y L' U' L F' L F L' 3d // WR / RG
last 2 F3L pairs

R U2 R' U2 L' U' L // oYB
U y L' U2' L U L' U' L // oWB
last layer

F' L' U' L U y L // OLL
U y L U' L 4d x2 L U' L U x' L2' U L U' L' U' // PLL
View at alg.garron.us

Code:
[B]Step	Time	STM	stps	ETM	etps[/B]		
[COLOR="red"]Total	68.20	191	2.80	239	3.50	[/COLOR]

1a	2.53	8	3.16	13	5.14		[COLOR="dimgrey"]1st centre[/COLOR]
1b	5.46	15	2.75	21	3.85		[COLOR="dimgrey"]2nd centre[/COLOR]
1st	7.99	23	2.88	34	4.26		[COLOR="dimgrey"]first 2 centres[/COLOR]

2nd	10.09	20	1.98	27	2.68		[COLOR="dimgrey"]3 cross edges[/COLOR]

3a	4.58	11	2.40	16	3.49		[COLOR="dimgrey"]3rd centre[/COLOR]
3b	4.29	11	2.56	17	3.96		[COLOR="dimgrey"]4th centre[/COLOR]
3c	2.54	11	4.33	13	5.12		[COLOR="dimgrey"]last 2 centres[/COLOR]
3rd	11.41	33	2.89	46	4.03		[COLOR="dimgrey"]last 4 centres[/COLOR]

4th	2.96	8	2.70	10	3.38		[COLOR="dimgrey"]finish cross[/COLOR]

5th	13.54	32	2.36	39	2.88		[COLOR="dimgrey"]4 edges / fix centres[/COLOR]
6th	3.00	11	3.67	12	4.00		[COLOR="dimgrey"]2 F3L pairs[/COLOR]
7th	9.34	28	3.00	30	3.21		[COLOR="dimgrey"]last 4 edges[/COLOR]

8th	4.08	15	3.68	17	4.17		[COLOR="dimgrey"]finish F3L[/COLOR]
9th	5.79	21	3.63	24	4.15		[COLOR="dimgrey"]last layer[/COLOR]

1+2+3+4	32.45	84	2.59	117	3.61
5+6+7	25.88	71	2.74	81	3.13
8+9	9.87	36	3.65	41	4.15
[B]Step	Time	STM	stps	ETM	etps[/B]
y x2 // inspection
first 2 centres

2l 3l' U2 3l 2l' U' (x' z') U 2l z' U' x2' 2r // orange
U' x U x' 2l' U' x' 2l z 2r U' 2r'
(x' z x') 3l' U' U' 2l L2' 2u L2 2u' // red
3 cross edges

z2 U' x' U' U' 3l2 D' // YO
4r' 2r' U (2r 3l) 2l2' (L 4r) U' // WO
x' 3r' U 3r' U' 3r2 3r2' 2r 2l' 2l' 2r x' F' L // GO
finish centres

U' U' 3r U' 4r 2r L 2l' 4r U' 4r' 2r U 2r 2l L' // blue
U L2 2l2 U (3r 2l) L' U' L 2l' U' U' 2l L' 2l L' U 2l' L // white
U' 4r U' 3r' U' 3r
U' U' 3r 3r2' U' U' 3r // green / yellow
finish cross

4r U' U' 2r' U' R U 2r z' L // OB / cross
4 edges + fix centres

R U' R' 3d 2d' // YG
y U L' U L 2u' U U' L' U L 3d 2d' // WB
R U' R' 2d // YB
U' 4d' F' L F L' 2d2 y y R U' R' E' // WG
fix centres

// first 2 F3L pairs
R' U R U' R' U' R // oYG
U' y' R' U R // oWG
last 4 edges

L' U L E' // YG
U L' U L 3d 2d' F' L F L' 2d // GR
U' R U' R' 2d' 2u' y L' U' L F' L F L' 3d // WR / RG
last 2 F3L pairs

R U2 R' U2 L' U' L // oYB
U y L' U' U' L U L' U' L // oWB
last layer

F' L' U' L U y L // OLL
U y L U' L 4d x2 L U' L U x' L2' U L U' L' U' // PLL
View at alg.garron.us
 
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This is how I finish this solve when the cross is made, using ZZ : http://tinyurl.com/bvzzlt5
It's a little longer but I think Robert was lucky with his XXCross, and my ZZLL was one of the longest.

Warning, I changed the color scheme.

y x2 // inspection
// first 2 centers
M' U2 M // orange 3x2
U' (x' z') U 2l z' U' x2' 2r // orange
U' x U x' 2l' U' x' 2l z 2r U' 2r' // red 3x2
(x2' y') 3l' U2' 2l L2' 2u L2 2u' // red
// 3 cross edges
z2 U' x' U2' 3l2 D' // YO
4r' 2r' U M2' 4r2 U' // WO
x' 3r' U 3r' U' 2l2' 2r2 x' F' L // GO
// finish centers
U2' 3r U' // blue 3x2
4r2 2r 2L' U' 4r' 2r U 2r 2L // blue
U 2L2 U x 2l2 // white 3x2
L' U' 2L' U2' 2L2 U 2L' // white
U' 4r U' 3r' U' 3r // 3x2
U2' 3r' U2' 3r // green / yellow
// finish cross
4r U2' 2r' U' R U 2r z' L // OB / cross

// -- My changes start here:

// -- Yellow edges (top)
z F R F' 3r // YG
F R' F' 3r U' R2 U 3l // YO
F R F' 3r' R' U' R U 3l' // YR
U' R2 U 2R U' R U 2r 3r2 F R' F' // YB
// -- Last 4 edges (equator)
r2 (U' R U F R2' F') 2l 3r' R (U' R U F R2' F') 3r // GR
x2 3l' (U' R2 U F R F') 2r // BO
2l2 (U' R U F R2' F') 2l2 // BR + GO
// -- Edge orientation
F R2 F' U' R' U // 2 edges
4r2' U' 4r2' R2 // This put the 4 E-edge in a convenient place
U F R' F' z' // 2 edges
// -- Left block
U2 L' R' U R U L U' L U2 L' U2 L
// -- Right block
U R2 U2 R U2 R U R U2 R' U R
// -- (long) ZZLL (but easy to remember)
U' R' U L U' R U L'
U R' U L U' R U L' U'

Your comments and advices will be appreciated.
 
How could I have been lucky with my XXcross given that it's been mentioned a few times that doing 2 F4L pairs after F4L edge pairing is a partial step? I didn't even skip a pair. Also I don't think a 15 move ZBLL/ZZLL is long. If the article on ZBLL in the wiki is correct, it takes on average 12 moves to do ZBLL optimally. So I think it's safe to assume that it will require a few more moves to do ZBLL with better algorithms on average.

About your changes after cross (excluding LL): I'm not certain that EO, then left block, right block, is a good idea. The cross has already been completed and now you've chosen to sacrifice part of that for EO, whereas someone using CFOP is basic EOLL control might perform better in this situation. Here's my F4L solution after you've completed the edge pairing:

1st: R U R' U2 L' U' L
2nd: y' L' U2 L
3rd: y' U' L' U' L U L' U' L
4th: y' L U2 L2' U' L2 U' L' (basic EOLL control)

This gives me a total of 25 moves which isn't even that great I think. The number of moves I've used to solve F4L minus cross is the same number of moves you've taken to solve left block and right block without EO and cross. So even if you had a EO skip, I still might be able to produce a superior F4L solution by doing 4 pairs instead of LB and RB, because having an already completed cross is a somewhat great advantage for CFOP users but not so much for ZZ users. But not only this, I think my solution is probably more easier to execute and perhaps I would have less pauses in an actual solve with this solution. Reduction to <LUR> on a 555 after cross, centres and edge pairing is completed, isn't really worth it in my opinion, especially if you're not great at doing <LU> or <RU> moves on a 555.
 
Hi Robert,

Thank you for you comments.

I understand that the XXCross is a step of your method. By lucky, I mean (U' y' R' U R // oWG) is a little lucky, isn't it ? Or maybe not, if you don't care about the colors.

And some ZZLL are 8 moves long. But that's not very important.

In the F4L (in your previous post), I see 3 cube rotations. I think you realize this is evil and intolerable for a ZZ user ! ;)
You might be surprised but for a 5x5 or 6x6 solve, except for the x-axis, I perform only 2 cube rotations.
Also, on average, ZZF2L requires a little less moves than (CFOP) F2L, plus the advantage of being <R,U,L>, but you know that.


Some precision about my 'method':

Usually, I don't do a complete cross. I make the white tredges and store them on the left with the correct orientation. Blue and Green are placed opposite to each other and form the line. Red and orange are also on the left, in correct relative position or not, it doesn't matter. No big difference with your method.

Then, I make the yellow tredges and store them on the right with random orientation. I orient them while forming the last 4 tredges. This is present in this solve.
An example : x2 3l' (U' R2 U F R F') 2r // BO

When the last 4 tredges are made, I do :
(4r2') U' 4r2' R2 // = (U' M2)
This put the 4 E-edge on top. It's easy to see which groups of tredges are badly oriented and to fix the orientation.

So, what you might see is that I orient only 4 tredges but in fact I orient them all during the solve.

Then, after (z') to place the cube in the final orientation, the DL tredge is always in DR or FR position, and the left tredges are always on the left in various positions. So, the look ahead and the transition to the left block is fast and very easy. There's no: hum… and now where are the pieces ?

Please continue to comment the method there.

Thank you.
 
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...And some ZZLL are 8 moves long. But that's not very important...

All 10 of them.

I don't see why you are trying to push your idea for an alternative method on this thread?

Also, even though ZZF2L can be mmore efficent, and it's <RUL> I normally find in a speed solve that RUF pairs are faster (especially for big-cubes) and that ZZF2L at speed has a horribly inflated movecount.
 
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