A New 4x4 method for ZZ solvers

V Achyuthan

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Hey everyone,
I invented a new method to apply ZZ on 4x4. This method orients most of the edges in the 4x4 stage so that when a solver arrives at 3x3 stage most of the edges will be oriented and one edge of the EOline will be solved . When a solver arrives at the 3x3 stage there will be 2-4 edges (Just a note that this method doesn't avoid and kind of parity)
Primary steps
1. F2C like Yau
2. 3 edges like Yau except only one has to be the EOline edge and the rest can be Random oriented edges in the place of cross edges
3. Centres like Yau and solve EOline edge and keep it at DB
4. Solve the EOline edge which you paired up at the start of the solve and Pair up and Place any 2 oriented edges on the BR and BL spots
5. Partial EO + edge pairing
6. Solve 2nd EOline edge and EO (and parity if there is one)
7. Finish like a ZZ solve (with PLL parity if there is one)

Detailed explanation of steps (kind of)
1. F2C

This would be standard in most of the methods. You solve the U and D centres.
2. 3 edges
Pair up one D layer edge and connect it with the D centre. This is going to one of you line pieces (More precise one of the EOline pieces). Pair up any 2 random edges and place them oriented connected to the D layer centre.
Here a question might arise, how do you know if an edge is oriented when you place/connect is with the D centre.
Here is how, If the edge is a U/D layer edge, it should be pretty obvious to know when an edge is oriented. For a U/D layer edge connect it with the D centre such that the U/D colour of the edge is matched to the D centre.
If the edge is not a U/D layer which means it is one of the belt/E slice edge, Look at the colour (other than D colour) of the EOline edge. For example if you D colour is white, and the other colour on the EOline edge is Orange,
1. Lets say you paired up an E layer edge that has orange as one of the colours. So if you want the edge to be oriented you have to place the edge connected to the White centre such that Orange is touching the White centre.
2. If you paired up an edge that doesn't have orange as one of it's colours. Lets say you paired up the Red Blue edge. Think of what is the colour opposite of orange. It is red. So if you want the edge to be oriented you have to place the edge connected to the White centre such that Red is touching the White centre.
3. Centres

Just like normal Yau.
4. Pair up and Place any 2 oriented edges on the BR and BL spots
Now you need to pair up and 2 random edges and place them in the BR and BL positions such that they are oriented. Remember to keep the SOLVED EOline edge always at the DB position.
5. Partial EO + edge pairing

This is also pretty straight forward. Sometimes you can orient the edges while pairing them up. And if you are not able to do that don't worry. Just pair up all the edges and then do EO. But you will always know what edges to look out for when you are doing EO since DB, DR, DL, BR, BL are already oriented.
6. Solve 2nd EOline edge and EO (and parity if there is one)

1. Solve EO. You have to only look at 7 edges, which are all visible very clearly from one angle. You can also look ahead really easy into this step when you are pairing edges. Solve parity if there is one.
2. Solve the 2nd EOline edge. This is very straightforward. Look at your front colour and solve that edge.
7. Finish like a ZZ solve (with PLL parity if there is one)
JUST A ZZ SOLVE FROM NOW!!! (With PLL parity of course)

If anybody can tell me Pros and Cons of this method I will be thankful because I can't think of any.
Example solve 1 (149 STM)
Examples solve 2 (118 STM damn)
 
Last edited:
The method Pros :
*Have a lot of Yau Pros.

Cons :
Edgepairing will be more move than the 3-2-3 And the ZZ44 edge pairing method.
High move count of average (I tried)
 
Hey everyone,
I invented a new method to apply ZZ on 4x4. This method orients most of the edges in the 4x4 stage so that when a solver arrives at 3x3 stage most of the edges will be oriented and one edge of the EOline will be solved . When a solver arrives at the 3x3 stage there will be 2-4 edges (Just a note that this method doesn't avoid and kind of parity)
Primary steps
1. F2C like Yau
2. 3 edges like Yau except only one has to be the EOline edge and the rest can be Random oriented edges in the place of cross edges
3. Centres like Yau and solve EOline edge and keep it at DB
4. Solve the EOline edge which you paired up at the start of the solve and Pair up and Place any 2 oriented edges on the BR and BL spots
5. Partial EO + edge pairing
6. Solve 2nd EOline edge and EO (and parity if there is one)
7. Finish like a ZZ solve (with PLL parity if there is one)

Detailed explanation of steps (kind of)
1. F2C

This would be standard in most of the methods. You solve the U and D centres.
2. 3 edges
Pair up one D layer edge and connect it with the D centre. This is going to one of you line pieces (More precise one of the EOline pieces). Pair up any 2 random edges and place them oriented connected to the D layer centre.
Here a question might arise, how do you know if an edge is oriented when you place/connect is with the D centre.
Here is how, If the edge is a U/D layer edge, it should be pretty obvious to know when an edge is oriented. For a U/D layer edge connect it with the D centre such that the U/D colour of the edge is matched to the D centre.
If the edge is not a U/D layer which means it is one of the belt/E slice edge, Look at the colour (other than D colour) of the EOline edge. For example if you D colour is white, and the other colour on the EOline edge is Orange,
1. Lets say you paired up an E layer edge that has orange as one of the colours. So if you want the edge to be oriented you have to place the edge connected to the White centre such that Orange is touching the White centre.
2. If you paired up an edge that doesn't have orange as one of it's colours. Lets say you paired up the Red Blue edge. Think of what is the colour opposite of orange. It is red. So if you want the edge to be oriented you have to place the edge connected to the White centre such that Red is touching the White centre.
3. Centres

Just like normal Yau.
4. Pair up and Place any 2 oriented edges on the BR and BL spots
Now you need to pair up and 2 random edges and place them in the BR and BL positions such that they are oriented. Remember to keep the SOLVED EOline edge always at the DB position.
5. Partial EO + edge pairing

This is also pretty straight forward. Sometimes you can orient the edges while pairing them up. And if you are not able to do that don't worry. Just pair up all the edges and then do EO. But you will always know what edges to look out for when you are doing EO since DB, DR, DL, BR, BL are already oriented.
6. Solve 2nd EOline edge and EO (and parity if there is one)

1. Solve EO. You have to only look at 7 edges, which are all visible very clearly from one angle. You can also look ahead really easy into this step when you are pairing edges. Solve parity if there is one.
2. Solve the 2nd EOline edge. This is very straightforward. Look at your front colour and solve that edge.
7. Finish like a ZZ solve (with PLL parity if there is one)
JUST A ZZ SOLVE FROM NOW!!! (With PLL parity of course)

If anybody can tell me Pros and Cons of this method I will be thankful because I can't think of any.
Example solve 1 (149 STM)
Examples solve 2 (118 STM damn)
I think this is a repeat post. You already posted about ZZ44 before on the forums right?
 
So, this is ZZ44 but using Yau instead, which itself is exactly identical to AlphaSheep's 4x4 method. There have been recreations of existing 4x4 methods which don't deserve their own thread. I could come up with a whole host of ways to end up with EOLine+redux and could make threads about them, but I don't because I know they're all bad. If I did, I would've made about 5 different threads which would've included this idea. It's not new, nor is it a method. Rather it's just a variant of Yau for ZZ solvers.
 
So, this is ZZ44 but using Yau instead, which itself is exactly identical to AlphaSheep's 4x4 method. There have been recreations of existing 4x4 methods which don't deserve their own thread. I could come up with a whole host of ways to end up with EOLine+redux and could make threads about them, but I don't because I know they're all bad. If I did, I would've made about 5 different threads which would've included this idea. It's not new, nor is it a method. Rather it's just a variant of Yau for ZZ solvers.
Yep, it a variant of yau, but it is more suitable for zzer than Yau.
I don't know if this method is fast or not, but the idea is pretty coool.
ZZ44 can sub 35 single, i think the ZF4 can do the same.
 
So, this is ZZ44 but using Yau instead, which itself is exactly identical to AlphaSheep's 4x4 method. There have been recreations of existing 4x4 methods which don't deserve their own thread. I could come up with a whole host of ways to end up with EOLine+redux and could make threads about them, but I don't because I know they're all bad. If I did, I would've made about 5 different threads which would've included this idea. It's not new, nor is it a method. Rather it's just a variant of Yau for ZZ solvers.
And i think it EOLine step is easier than 4Z4
 
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