Actually rotating is not really what kills times in F2L. It is the pauses from looking for pieces.
Inserting a pair using F and B can be very awkward, and rotating may be the better option at those times. However, really it's just personal preference. If you feel like your rotations are unbearably slow, and just doing an awkward move could potentially be faster, then don't rotate.
*(On another note, ZZ eliminates rotations during F2L!)
 
I do it when I have to solve the last piece. preferably only one time, but sometimes I must do it twice. I'm about 25 seconds.
 
I have started inspecting the orientation of the pieces and planning ahead towards my pairs, during inspection... So i do about 0-2 Rotations per F2L.
 
Rotating is part of the the problem, bu I agree that the main problem is pausing. To stop pausing , use a metronome or do slow solves where you don't stop moving the cube. As for rotations, do untimed solves and see if you can solve pairs without rotations that you would normally use rotations for in your solve.
 
rotations imo don't kill that much, when i was a CFOP i'd rotate just so i didn't have to do F/B turns and also when i didn't immediately see a pair to do i'd rotate to get a different perspective.
 
you shouldn't be rotating to corners, you should be doing U turns to get your corners.
here's the rule of rotations in F2L:
if it's smooth and rotating doesn't cause a pause, and isn't because of a pause, then do it. like in the middle of different algs.
if you're rotating in order to find pieces, or doing y2 because you can't mirror the alg to the back, don't do it.
 
You should only rotate to avoid F/B turns, and you shouldn't turn U to look for pieces. Force yourself to lookahead, and with practice, you'll be able to tell if the edge in your next pair requires a rotation for insertion (edge orientation).
 
Many people say learning F2L algorithimically isn't the way forward. This is true, but remember that looking at an alogorithm for a particular case and understanding how it works is also acceptable. As long as you're not just remember the notation, more understanding how where the edge and corner move, you open your understanding of how F2L works.
 
*(On another note, ZZ eliminates rotations during F2L!)

Yeah, I was looking at ZZ tutorials (out of curiosity) and found that the idea of orienting good and bad edges in the beginning to make a SUPERBLY easy and comfortable F2L was great, and I thought that combining the ZZ's beginning EO step and the rest of the CFOP would be great wouldn't it? Do you do that? And do you think it could be worth it for someone to try and incorporate the ZZ and CFOP together? :P Or will it just make my time worse if I do so? o.O
 
Yeah, I was looking at ZZ tutorials (out of curiosity) and found that the idea of orienting good and bad edges in the beginning to make a SUPERBLY easy and comfortable F2L was great, and I thought that combining the ZZ's beginning EO step and the rest of the CFOP would be great wouldn't it? Do you do that? And do you think it could be worth it for someone to try and incorporate the ZZ and CFOP together? :P Or will it just make my time worse if I do so? o.O

I think it's fine if you want to use ZZ just to orient edges and then proceed as though you're doing CFOP. However, I think ZZ is better used if you do blockbuilding after EOline. At least, that's what I've heard. (I'm not a ZZ user but plan to learn it in the not-too-distant future.)
 
I think it's fine if you want to use ZZ just to orient edges and then proceed as though you're doing CFOP. However, I think ZZ is better used if you do blockbuilding after EOline. At least, that's what I've heard. (I'm not a ZZ user but plan to learn it in the not-too-distant future.)

Do you think it might take longer though? In other words, would it be worth while (long-term & time wise) to learn ZZ in order to take away all the painful F and B turns and also guarantee a 1 look OLL with only 7 alg, or just stick to full CFOP? Since I do intend to improve my time as much as I possibly can! :)
 
Do you think it might take longer though? In other words, would it be worth while (long-term & time wise) to learn ZZ in order to take away all the painful F and B turns and also guarantee a 1 look OLL with only 7 alg, or just stick to full CFOP? Since I do intend to improve my time as much as I possibly can! :)
You'll get faster by just doing CFOP. However, if you want no F2L rotations, easy OLLs and joining all the cool kids you should switch to ZZ! ;)
 
You'll get faster by just doing CFOP. However, if you want no F2L rotations, easy OLLs and joining all the cool kids you should switch to ZZ! ;)

Yeah, I did a bit of researched and watched all of asmallkitten's ZZ tutorial vids and I'm planning on switching and practicing ZZ :P Since it takes away ALL the things I currently dislike about CFOP :D So I guess I'm "joining all the cool kids" hahaha Though, is there a "guide to sub 15" for ZZ just like CFOP and Roux? It would help by TONS! :P
 
Only when it would be unnatural not to. But instead of doing a y rotation and doing an insert, I'll do a r' U' R U M'. Try to keep in mind doing rotationless stuff like that alters edge orientation as a side effect.
 
Yeah, I did a bit of researched and watched all of asmallkitten's ZZ tutorial vids and I'm planning on switching and practicing ZZ :P Since it takes away ALL the things I currently dislike about CFOP :D So I guess I'm "joining all the cool kids" hahaha Though, is there a "guide to sub 15" for ZZ just like CFOP and Roux? It would help by TONS! :P

there actually is one written by that cool guy above you named uvafan.
you can also feel free to post whatever questions you have in the ZZ/ZB thread or ask someone :), we even have kool-aid that you can drink =D
 
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