ZZ Variants:
Because the ZZ method reduces the cube so efficiently and effectively to a restricted movegroup, it is a springboard for a host of legitimate variations towards solving the last F2L block, the last layer, and even a combination of the two.
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ZZ-WV or ZZ-Winter Variation is a variant that involves forming the last F2L pair, and inserting it with a special algorithm that will also orient the last layer corners. In effect, this variant gives you an OLL skip every time. There are 27 different algorithms that need to be applied instead of the standard R U’ R’, but because your last F2L pair can require insertion in any of four different slots, you will have to be able to mirror these 27 algs and also be able to perform them from the back. Most experienced cubers know at least the easiest Winter Variation cases. Some cubers also know the Summer Variation which performs the same function as Winter Variation, but for the R U R’ pair insert instead of R U’ R’. See the
Winter Variation article on the Speedsolving Wiki for more information.
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ZZ-b is the Last Layer approach that Zbigniew Zborowski originally intended for ZZ. It involves phasing the Last Layer edges during the insertion of the last F2L block. This means that opposite Last Layer edges will be opposite from one another. That reduces the possible Last Layer cases by a factor of three. This is a pretty good deal, considering the user only invested a few extra moves. The algorithm set ZZLL, including a whopping 160 distinct cases, is then applied to solve the cube. Though this may seem like a lot, half of the algs can be discounted because they are mirrors of other algs. And half of the remaining algs can be discounted because they are inverses of other algs. In the end, this variant has great potential, but few cubers have ever travelled this route and lived to tell the tale.
See this forum post for more information..
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ZZ-a is a fate worse than death. Through brute force and rote algorithm memorization, the solver applies one of 493 different algorithms to solve the Last Layer in one move sequence. There’s no smoke and mirrors, no setup moves, no pre-steps, nothing. You just finish F2L, recognize the LL case, and apply the final algorithm. If you choose this variant, prepare to never smile, laugh, or breath fresh air ever again. You have been warned. See the
ZBLL article on the Speedsolving Wiki for more information.
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ZZ-COLL/EPLL is the Last Layer approach that most ZZ speedcubers use. It is a decent compromise between algorithm count and algorithm speed. COLL abbreviates Corners Of Last Layer, and it is used to solve the Last Layer corner orientation and permutation at once. There are 42 algorithms. EPLL abbreviates Edge Permutation of the Last Layer, and it used to place the Last Layer edges in their correct positions. There are 4 algorithms for this step, all of which can be performed 2-generator (meaning only 2 faces of the cube need be turned to solve the cube from this state), making this step extremely ergonomic and quick, especially for OH (One Handed) solving. However, because the traditional Sune and Antisune OLL algorithms are so short and easy to execute, many experienced speedcubers forgo memorization of the Sune/Antisune COLL algorithms. See the
COLL and the
EPLL articles on the Speedsolving Wiki for more information.
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ZZ-d is a very complicated method. The idea is that cubers love <R,U> moves more than roller-coasters, chocolate, and girls. So, why not place the cube in a state than can be solvable with <R,U> moves as soon as possible during a solve? There are many sub-variants that incorporate different algorithms and approaches to solve the corner permutation (the characteristic of the cube that defines the state of 2-generator solutions). However, the two most notable were proposed by Sebastiano Tronto, who goes by
Porkynator on the Speedsolving Forums.
ZZ-Porky v1 involves solving the corner permutation after completion of the first F2L block. There are 2 algorithms and a pretty easy recognition system. However, this approach requires many moves.
ZZ-Porky v2 involves solving the corner permutations during completion of the first F2L block (as was the original point of ZZ-d, to make the solve 2-generator as soon as possible). This approach is much more efficient, but requires knowledge of around thirty short algorithms (3 <R,U> moves maximum each). ZZ-d is still undergoing very much development. Maybe you’d like to help out!
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ZZ-OCELL/CPLL is a variant so unpopular that you’d bet it was a well-kept secret. However, you’d be wrong. This published variant involves solving the Last Layer in a seemingly opposite order to the standard COLL/EPLL. OCELL abbreviates Orient Corners (and permute) Edges of the Last Layer. All of the 40 algorithms for this step can be 2-generator. CPLL abbreviates Corner Permutation of the Last Layer. There are 4 algorithms for this step, including both A permutations, an E perm, and an H perm.
See this external resource for more information.
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ZZ-Blah is a variant with a somewhat misleading intent, proposed by Chester Lian. The idea is for the solver to purposely misorient corner pieces on the Last Layer while solving the last F2L pair. Forcing all Last Layer corners to be misoriented reduces the quantity of possible Last Layer states to strictly the H and Pi OLL cases (just 2 of the 7 OCLL cases). The solver then applies the corresponding ZBLL (one look Last Layer algorithm) to solve the cube in one move sequence. There are 112 algorithms for this variant, but half of these may be discounted because they are simply mirrors of other algorithms. See the
SpeedSolving thread for more information.