Welcome to the Speedsolving.com, home of the web's largest puzzle community! You are currently viewing our forum as a guest which gives you limited access to join discussions and access our other features.

I’m using my new amazing method again, now I need to come up with a name for it:

(y2)
L2 U2 L2 F L U’ R’ // ELF (7)
U’ R2 D’ R2 D2 R // DR (13)
U R2 U’ D’ R2 U’ l2 // DC (20)
U2 l’ U R’ D2 R U’ R’ D2 r2 x’ // CPEP (30)
U u2’ M’ U2 M’ // FS (35)

A 35 move solution is quite standard for this method, lots of RUD moves are as well.

Edit: I should make a tutorial and explanation video for this method.

Next: F2 D' R F' B2 U2 D' B' L2 U2 B2 L2 U2 D R2 D B2 U F2 L'

U2 B2 D2 L U2 F2 L F2 R' U2 L F' D' B U2 F2 U R2 B R D'

x2 y // inspection
L' U L U' L U L' // 1st pair
R F2 U' R' F R // cross
U' R U' R' U R' U' R // 2nd pair
y' R U R2 U' R // 3rd pair
U2 R U R' U2 R U' R' // 4th pair
F R' F' R U R U' R' // OLL
U' // AUF

U2 B2 D2 L U2 F2 L F2 R' U2 L F' D' B U2 F2 U R2 B R D'

x2 y // inspection
L' U L U' L U L' // 1st pair
R F2 U' R' F R // cross
U' R U' R' U R' U' R // 2nd pair
y' R U R2 U' R // 3rd pair
U2 R U R' U2 R U' R' // 4th pair
F R' F' R U R U' R' // OLL
U' // AUF

Scramble: F2 D' R F' B2 U2 D' B' L2 U2 B2 L2 U2 D R2 D B2 U F2 L'

(CFOP)

Inspection: y z2
Cross: L' B L2 F2 U R2 D2
1st Pair: L U' L' U' R U R' U R U' R'
2nd Pair: L U' L' U d L U' L'
3rd Pair: U2 R U' R' U' L' U' L
4th Pair: U R U' R' U F' U' F
OLL: F R U R' U' R U R' U' R U R' U' F'
PLL: U' x R2 F R F' R U2 r' U r U2

Next Scramble: R2 U R2 U F2 U F2 U L2 U' R2 U B U L2 F2 R' D2 R2 B D

You're supposed to solve the given scramble here though, this thread isn't supposed to be a place where people only post their lucky solves but where you can see how they approach any given scramble. That's also what the stickied post tells you to do, no word of "post any example solve":

Here's what I deducted from solves I found:
1. Solve EO line on left; instead of DFDB, insert FLBL
2. Perform Corner Orientation (CO) while solving the E slice (FRBR)
***Not sure exactly how Woowy does this, but you can use the method outlined on the SSC page
3. Solve 2 1x1x3 columns on the bottom parallel to each other
***Execute similar to the Lin method on Square-1; try to avoid parity for simplicity
4. Solve corners and 2 U edges
***I don't know if it's done intuitively or if there's algs; solves shown so far seemed very simple regarding this step
5. L4E, done with mix of <M,U,u> moves

NEXT: L2 U2 B' R2 B' L2 U2 L2 B' L2 D' L' R U R' F2 L D' U

One major theme of this method is to put off EO until a later time when it's more easily recognizable and can be fingertricked easily w/o hurting the rest of the solve.

1. NEO Cross
As one major innovation in ZZ is to approach an EO Cross rather than an EO Line, it seemed necessary to include this in an optimized method. However, one clear issue was the lack of ability for most cubers to properly see how to construct an EO Cross, and even then these aren't usually pretty solutions. Then, it seemed necessary to take one of the elements out: EO or Cross. Unfortunately, the EO Line posed quite a few issues as did the EO 3/4 cross in terms of lookahead. Given the excellent lookahead EO Cross gave in F2L, it seemed this was more necessary to approach the solution. To bypass the issue of inspection then, we've foregone EO when solving the cross.

2. F2L
This is one of the major areas of difference from a normal ZZ solve. Because we haven't done EO, we can't use solely RUL moves to solve the puzzle. This may seem like a major drawback, but there are some advantages. For one, the lookahead is practically identical while solving, and a simplified cross allows us to look further into F2L during inspection. Also, the rotations and extra <F> moves we may have to do are only about as negative as regrips when solving pure RUL. Also, since regrips are less common compared to pure RUL, TPS can be improved quite a bit.

3. EO+OCLL
It's in this third step where we finally approach EO after much delay. However, instead of simply solving the EO of four edges on the U face, which is substantially faster than solving EO at the beginning of the solve, we can use this opportunity to simplify the rest of the solving process. We could simply do EO into ZBLL, but this algset is much too large for the average user. Instead, by solving EO and OCLL at the same time, we can not only one-look the step but also provide a significantly easier to manage last step. Because we have corners oriented on the top, recognition is easier and we drop from over 1,000 ZBLLs to a subset of 21.

4. ZBLL-O
This is the subset of ZBLL where all the corners are oriented. Also, the set is quite small (at 21 algs) with extremely simple recognition. In fact, one can recognize every case by looking at only two sides. Also, this is one of the most optimized ZBLL sets around, so it's quite easy to find good algorithms to use.

I hope you like the method and consider switching, I think this is the next revolution in the ZZ solving experience. It might be a little less efficient than normal, but the sheer speed and ease of execution/lookahead makes for a very fluid and fast solving experience.

To learn more and see my list of algorithms, check this spoiler

Spoiler

Happy April Fools Day!

NEXT: U L' B2 R2 F2 D2 L D2 B2 D2 L2 F' D2 F2 L2 U2 L U R

Here's what I deducted from solves I found:
1. Solve EO line on left; instead of DFDB, insert FLBL
2. Perform Corner Orientation (CO) while solving the E slice (FRBR)
***Not sure exactly how Woowy does this, but you can use the method outlined on the SSC page
3. Solve 2 1x1x3 columns on the bottom parallel to each other
***Execute similar to the Lin method on Square-1; try to avoid parity for simplicity
4. Solve corners and 2 U edges
***I don't know if it's done intuitively or if there's algs; solves shown so far seemed very simple regarding this step
5. L4E, done with mix of <M,U,u> moves

Just checked his profile, saw the outline. Personally I think that EOL to SSC's current method of CO and E slice solving is more direct/simple than Woowy's, but his is probably more efficient when done correctly.

One major theme of this method is to put off EO until a later time when it's more easily recognizable and can be fingertricked easily w/o hurting the rest of the solve.

1. NEO Cross
As one major innovation in ZZ is to approach an EO Cross rather than an EO Line, it seemed necessary to include this in an optimized method. However, one clear issue was the lack of ability for most cubers to properly see how to construct an EO Cross, and even then these aren't usually pretty solutions. Then, it seemed necessary to take one of the elements out: EO or Cross. Unfortunately, the EO Line posed quite a few issues as did the EO 3/4 cross in terms of lookahead. Given the excellent lookahead EO Cross gave in F2L, it seemed this was more necessary to approach the solution. To bypass the issue of inspection then, we've foregone EO when solving the cross.

2. F2L
This is one of the major areas of difference from a normal ZZ solve. Because we haven't done EO, we can't use solely RUL moves to solve the puzzle. This may seem like a major drawback, but there are some advantages. For one, the lookahead is practically identical while solving, and a simplified cross allows us to look further into F2L during inspection. Also, the rotations and extra <F> moves we may have to do are only about as negative as regrips when solving pure RUL. Also, since regrips are less common compared to pure RUL, TPS can be improved quite a bit.

3. EO+COLL
It's in this third step where we finally approach EO after much delay. However, instead of simply solving the EO of four edges on the U face, which is substantially faster than solving EO at the beginning of the solve, we can use this opportunity to simplify the rest of the solving process. We could simply do EO into ZBLL, but this algset is much too large for the average user. Instead, by solving EO and COLL at the same time, we can not only one-look the step but also provide a significantly easier to manage last step. Because we have corners oriented on the top, recognition is easier and we drop from over 1,000 ZBLLs to a subset of 21.

4. ZBLL-O
This is the subset of ZBLL where all the corners are oriented. Also, the set is quite small (at 21 algs) with extremely simple recognition. In fact, one can recognize every case by looking at only two sides. Also, this is one of the most optimized ZBLL sets around, so it's quite easy to find good algorithms to use.

I hope you like the method and consider switching, I think this is the next revolution in the ZZ solving experience. It might be a little less efficient than normal, but the sheer speed and ease of execution/lookahead makes for a very fluid and fast solving experience.

To learn more and see my list of algorithms, check this spoiler

Spoiler

Happy April Fools Day!

NEXT: U L' B2 R2 F2 D2 L D2 B2 D2 L2 F' D2 F2 L2 U2 L U R

R U L2 F U2 F' U2 R2 D F L2 F U2 F2 R2 F U2 R2 B' U2
Blue front white bottom
F' R U L2 cross
U2 L U' L'
B U' B' L' U2 L
y U2 L' U L U y R U' R' B U' B'
y R' U R U' y' R U R'
y f R U R' U' R U R' U' f'
U R' U2 R U2 R' F R U R' U' R' F' R2 U2
Next R2 B2 L' F2 R F2 L' B2 D2 L' U2 R D' U L' D2 U' R' B L U2

y2
U2 R' F' // EO
D2 R D' R // Cross
U' R U2 R' U' R' U' R // 1st Pair
U2 L U' L2 U2 L // 2nd Pair+setup last 2 pairs
D' U2 L' U L D // 3rd+4th Pair
U2 R U2 R' U2 R' F R U R U' R' F' // ZBLL

Next:
B2 U2 B2 D2 F' D2 B L2 U2 F' U2 B2 D L R' D2 R2 U L' F D