# Recent content by JTWong71

1. ### The 3x3x3 Example Solve Thread

y' //Inspection E2' R2' F r B' //First Block (5/5) U' M2' U M U' R U2 R2' U R' //Second Block (10/15) F R' F' R U2 R U2' r' //(8/23) U2 M' U2 M U M2' U M' //(8/31) 31 STM with Roux. Next: B' U F' U2 L D' F' L' B2 U' L2 F2 U F2 U' B2 U F2 U L
2. ### The New Method / Substep / Concept Idea Thread

The main thing when comparing ZZ-4 with Yao is the amount of regripping and rotations used in line with movecount and recognition during the reduction phase of a solve. Right now methods that do not require much thinking are the fastest, as recognition is quick, but in this case, rotations on...

There is also the minor set back that after implementing some of those longer algorithms for ZZ-C, you will end up with a 15+ move PLL Diagonal Corner Swap, probably making Last Slot Layer Layer around 30+ Moves. I think the good thing would be to learn 3 different permutation algorithms for...
4. ### The ZZ "Example Solve" Game!

x2 y' //Inspection U F R' F //EO R U R F2 //XEOLine U' R' L' //BL Square U L' U R U2 R' U //Multislot //OCLL Skip x' U L' D2 L U' L' D2 L2 //Cancel into CPLL 26 HTM Next: U' L2 D U2 R2 B2 D2 R2 F2 R2 D' B' L2 R2 D U2 B' R U2 L B2
5. ### ZZ speedcubing method

Usually I would just rotate with a "y" to get a different orientation case (Basically just partial color neutrality), but before that I would look to see if the 10 Bad Edges case is actually an easy one, where the F/B Layer has 4 Bad Edges and the other F/B Layer has 3, that are also well...
6. ### The ZZ "Example Solve" Game!

Scramble (Same as 4Chan's): F R2 F2 L2 F' U2 R2 B' D2 R2 U' B F2 R B' F' R R' U2 B U2 F' U' F R' //XXEOLine U' R' U R L U L' //F2L-1 + Forced TSLE Skip U2 R' U' R' U2 R2 U R2 U R //TTLL 25 HTM with ZZ-CT
7. ### [Help Thread] ZZ and ZB Discussion

Right off the bat I would say your EOLine could be a little faster in terms of TPS (Partially from pausing in some solves). In some solves, your F2L to F2L Transition has some pauses that add a couple seconds to your solves. I may try to reconstruct some of your solves to see if there is...
8. ### why is there no best method?

Maybe, I haven't seen anything on it, as it is hard find information on method use/type in competitions.
9. ### why is there no best method?

Well, I don't think anyone is officially using 2 methods where that person is Sub-10 them.
10. ### why is there no best method?

I know, but I don't know what he averages at the higher solve counts, so there isn't much information on what he is Sub-10 with.
11. ### why is there no best method?

Here He is Sub-10 with the Big-4.
12. ### why is there no best method?

Nope, he uses CFOP with Edge Control during F2L, and all those other crazy subsets he knows.
13. ### why is there no best method?

Well, the 500 Algorithms in ZZ is if you want a 1LLL, otherwise you just need 7 O(C)LL's and 21 PLL's for the equivalent 2LLL when comparing to CFOP's 2LLL, which is 28 Algorithms (ZZ) to 78 Algorithms (CFOP). In the Reddit Forum Post Felik's says that <R, U, L> Gen isn't very good for 2H, so...
14. ### [Help Thread] ZZ and ZB Discussion

Blockbuilding takes some time to get used to, even more from using CFOP for a while. Usually when I solve the First Square I will have it Oriented 90 Degrees off, unless while I am looking ahead I cannot find much and I decide to solve the same Side's Pair, and having the Square offset will...
15. ### [Help Thread] ZZ and ZB Discussion

A Reconstruction of a 10.584 Solve I got: Here After a while you should get used to Blockbuilding to the point where it's just Recognize and Execute without thinking much at all. Knowing that the Edges are Oriented help when trying to quickly find out what to do in a Speedsolve because if I...