The ZZ "Example Solve" Game!

Not what I did when I tried a speedsolve (12.27, 66 moves) but still very straightforward.

2. D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

x2 F’ U’ R2 B’ R U L2 D’ // EOLine (8)
U L2 // left-back square (2) – well that was convenient
U’ R2 U2 R U2 R U R2 // right-front square (8)
U R’ U’ R U L’ U L // left-front pair (8)
R U2 R2 U’ R2 U’ R’ // right-back pair (7)
U’ R U2 R2 U’ R2 U’ R2 U2 R // COLL (10) – just the normal OCLL
U2 R2 U R U R’ U’ R’ U’ R’ U R’ U’ // PLL (13)

56 HTM
 
D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

speedsolve-like solution:

x' U Lw U' B' R' F2 R D2 //XEOL (8/8)
R U R U2 R2 U' R //2x2x1 (7/15)
U L' U' L //Left block (4/19)
U2 R U' R' U R U R' U' R //Right block (10/29)
U R U2 R2 U' R2 U' R2 U2 R //COLL + EPLL skip (10/39)

lol another skip

EDIT: why did I write "another"? I didn't skip anything last time o.O
 
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Not what I did when I tried a speedsolve (12.27, 66 moves) but still very straightforward.

2. D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

x2 F’ U’ R2 B’ R U L2 D’ // EOLine (8)
U L2 // left-back square (2) – well that was convenient
U’ R2 U2 R U2 R U R2 // right-front square (8)
U R’ U’ R U L’ U L // left-front pair (8)
R U2 R2 U’ R2 U’ R’ // right-back pair (7)
U’ R U2 R2 U’ R2 U’ R2 U2 R // COLL (10) – just the normal OCLL
U2 R2 U R U R’ U’ R’ U’ R’ U R’ U’ // PLL (13)

56 HTM

good solve

EOLine - why "U' R2" instead of "R U' "? first block wouldnt have been so nice though.

U L' R U2 R' U R2 (7) instead of
U' R2 U2 R U2 R U R2 (8) for second square is also better imho
 
D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

speedsolve-like solution:

x2 y2

D2 B F' U' F R' U' L2 D (eoline)
U2 R U' R' U R2 U2 L U2 L2 R U' R' L' U L (left block)
U2 R U' R2 U2 R U R U R U R U' R' U' R U R'
COLL
Z-Perm

tips?
 
D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

speedsolve-like solution:

x2 y2

D2 B F' U' F R' U' L2 D (eoline)
U2 R U' R' U R2 U2 L U2 L2 R U' R' L' U L (left block)
U2 R U' R2 U2 R U R U R U R U' R' U' R U R'
COLL
Z-Perm

tips?

i would have done the blockbuilding like this:

x2 y2
D2 B F' U' F R' U' L2 D (your eoline)
L U2 L2 R' U' R'
L' U L2 U' L' U2 R' U' R
U L U L' U L U' L'

Sune
H-Perm

but this is maybe too complicated for a speedsolve
 
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D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

speedsolve-like solution:

x2 y2

D2 B F' U' F R' U' L2 D (eoline)
U2 R U' R' U R2 U2 L U2 L2 R U' R' L' U L (left block)
U2 R U' R2 U2 R U R U R U R U' R' U' R U R'
COLL
Z-Perm

tips?

It's often better to solve 6 bad edges like 3 + 4, for example:

z2 (which is the same as x2 y2)
B' (3 bad edges become good, 1 good edge becomes bad)
L U' F' (the know 4 bad edges become good)
B2 D2 (Line)
 
y x2
R' B U' F2 D2 //EOline (5/5)
U' L U' L2 U L U' L' U2 R2 U' L' U' L //LHblock (14/19)
R U' R' U R' U' R U2 R U' R' U L' U R U' L R' //RHblock + WV (18/37)
U' R' U' F' R U R' U' R' F R2 U' R' U' R U R' U R //F-perm (19/56)
I need a better f-perm...
 
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D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

y2
U2 F' B' D' B U2 R2 D'//EOline
U R U' R' U2 R' L' U' R' U' R//right block
L' U L U' L' U L' U' L U2 L U L' U2 L U L' U' L U' L'//left block + WV
U' R' L2 U' L' U' L2 U L U L2 U L' U2 R U' L//PLL


And with cubeexplorer,

B' R D' F' L2 D'//EOline
R2 U' R U L' U' L U' L U' L2 U R L U R2//F2L
U' R' U' R U' R' U R U' R' U2 R// COLL+EPLL skip/OCLL+PLL skip/ZBLL

34 HTM. Cool.

Question: Can anyone interpret the optimal F2L for this scramble, or is it just too abstract?


EDIT:
with pinser's EOline:
y x2
R' B U' F2 D2//EOline
L' U' R' L U L U2 R' L U R2 U L U R//F2L
U F' U' L2 U' F2 U F2 U L2 F2 U2 F'//ZBLL
33 HTM
 
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D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

x2
F' U' R2 B M2 D' (6) // epic eoline
R U' R2 U2 L U L2 R U R' L' U L (13) // l block
U' R' U R U2 R U R U' R' U2 R U2 R' U' R (16) // r block
U' F R' F' r U R U' r' (9) // orient
U2 F R U' R' U' R U R' F' R U R' U' R' F R F' r2 (19) // loooooong-perm

63 stm

I suck at move count with ZZ, but weird eoline and psuedoblocks ftw :D
 
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D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2
And with cubeexplorer,

B' R D' F' L2 D'//EOline
R2 U' R U L' U' L U' L U' L2 U R L U R2//F2L
U' R' U' R U' R' U R U' R' U2 R// COLL+EPLL skip/OCLL+PLL skip/ZBLL

34 HTM. Cool.

Question: Can anyone interpret the optimal F2L for this scramble, or is it just too abstract?

The first 3 moves are kinda hard to interpret, but one may actually get to them only looking at the LB pieces and trying to build the first block all at once. The problem is that one might find a different good FB (maybe also optimal) that leads to a worse SB.
R2 U' R //Orients the DFL corner to be ready to match its edge, while putting in the LL the BL edge, ready to be matched with his corner*
U L' //pair
U' L U' //other pair
L U' L2 U L //FB (I swapped the R and L moves)
R U R2 //Lucky SB

EDIT:
with pinser's EOline:
y x2
R' B U' F2 D2//EOline
L' U' R' L U L U2 R' L U R2 U L U R//F2L
U F' U' L2 U' F2 U F2 U L2 F2 U2 F'//ZBLL
33 HTM

This one is a little easier'
L' U' L //Pair (again I had to swap the L and R' moves)
R' //Saves the FL edge and FDL corner
U L U2 L //Square
R' U R2 //FL pair + FR 2x2x1 (if it was a human solving, probably one of the two thing would have happened by chance)
U L //FB
U R //SB

By looking at this computer solves I get the feeling that the best way to get a lower movecount is probably to "try something and hope to get lucky".

* = Random linguistic thought: I know it is the same thing (or isn't it? English is not my first language) but for me it's the corner that matches the edge, never the opposite. Maybe for a roux solver, who uses M moves to build pairs, sometimes is the edge that matches the corner.
 
D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

speedsolve-like solution:

x' U Lw U' B' R' F2 R D2 //XEOL (8/8)
R U R U2 R2 U' R //2x2x1 (7/15)
U L' U' L //Left block (4/19)
U2 R U' R' U R U R' U' R //Right block (10/29)
U R U2 R2 U' R2 U' R2 U2 R //COLL + EPLL skip (10/39)

lol another skip

EDIT: why did I write "another"? I didn't skip anything last time o.O
If this is a speedsolve I'd like to see a FMC ZZ solve. :p


With some thought and slow turning:
x2
F' U' R2 B' L2 R D' U2 B2 L2 //XEOline (10/10)
R2 U2 R E' F U F' Uw' R' U R' U2 R U2 R' U' R U' R' U R U2 R' //F2L +WV (25/35)
R' U' R y R2 Uw R' U R U' R Uw' R2 U' //G-perm (13/48)

E: Same idea, better ending:
x2
F' U' R2 B' L2 R D' U2 B2 L2 //XEOline (10/10)
R2 U2 R E' F U F' Uw' R' U R' U2 R U2 R' U2 //F2L-1 (16/30)
U R U L' U R' U' L //COLL (8/38)
U2 M2 U M U2 M' U M2 //U-perm (8/46)
 
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D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

Because i haven't learned adequate EoLine my solution is with FTJ97s EOLine (next time it'll be my own)

z2
D2 B F' U' F R' U' L2 D // EOLine (9)
L U2 L2 R' U' R' // right 2x2 (6)
L' U L2 // left 2x2 (3)
U' L' U2 R' U' R // right pair (6)
U L U L' U L U' L' // left pair (8)
U' R U R' U R U2 R' // CMLL (8)
M2 U' M2 U' M' U2 M2 U2 M' // H-Perm (9)

49 STM
 
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* = Random linguistic thought: I know it is the same thing (or isn't it? English is not my first language) but for me it's the corner that matches the edge, never the opposite. Maybe for a roux solver, who uses M moves to build pairs, sometimes is the edge that matches the corner.
I think this too.

Btw: Where do you put the insertion?
 
If this is a speedsolve I'd like to see a FMC ZZ solve. :p
A lucky speedsolve, the F2L was good but nothing crazy. Add a PLL (~12 HTM) and you get something still good, but not even sub 50 HTM.

Edit: BTW, a slow solve: I think I could do this in a speedsolve but I haven't actually done it. The reasons are 2: I'm a noob a reconstructing solves and I don't have a good cube with me now.

I think this too.

Btw: Where do you put the insertion?

I had put another "*" in the comment: "Orients the DFL corner to be ready to match its edge, while putting in the LL the BL edge, ready to be matched with his corner*"

EDIT2: Here is a quick FMC attempt

Scramble: D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

B' R D' F' U2 D2 L' F2 //XEOL (a slightly longer variant of my original XEOL) (8/8)
R2 D R' D R D L //3x2x1 + 2x2x1 (7/15)
D' R D' R' //All but 4 corners (4/19)

I didn't try to find insertions by hand 'cause I've got a life to live. IF says:

B' R D' F' U2 D2 L' F2 R2 [@1] D R' D R D L D' R D' R'
Insert at @1: L' D R' D' L D R D'
After the 1st insertion: B' R D' F' U2 D2 L' F2 R2 L' D R' D' L D2 R D L D' R D' R' [@2]
Insert at @2: R B L2 B' R' B L2 B'
Fewest moves: 28. 7 moves cancelled
The final solution: B' R D' F' U2 D2 L' F2 R2 L' D R' D' L D2 R D L D' R D' B L2 B' R' B L2 B'
 
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Wow. I am surprised. This is a very good solution for me.

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

z
R2 B F' L' F D R' D // EO-line (8)
L' U2 R U // right 1x2x2 (4)
R U R U // left 1x2x2 (4)
L2 R' U2 R U2 R' U2 R U L' U L R' // instert last pairs simultaneously (13)
y' f R U R' U' f' F R U R' U' F' // ZBLL (12-2)
alg.garron.us

39 HTM. Wow. :eek:
 
D2 B' D2 B2 F R2 D2 F2 U2 B' F' D' F D R2 U R D2 B' D' B2

Because i haven't learned adequate EoLine my solution is with FTJ97s EOLine (next time it'll be my own)

z2
D2 B F' U' F R' U' L2 D // EOLine (9)

L U2 L2 R' U' R' // right 2x2 (6)
L' U L2 // left 2x2 (3)
U' L' U2 R' U' R // right pair (6)
U L U L' U L U' L' // left pair (8)
U' R U R' U R U2 R' // CMLL (8)
M2 U' M2 U' M' U2 M2 U2 M' // H-Perm (9)

49 STM

I feel honoured ^^
 
R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2

x2
D B D' R2 E' L u' // (7) i pwn at eoline, srs
L' R2 U2 L U // (5) 2x2x1
L U R2 U2 R' U R2 U' // (8) 2x2x1
R2 U' R U L U L' // (7) l pair
R' U2 R U' R' // (5) r pair
U R2 D R' U2 R D' R' U2 R' // (10) corners
M2 U' M2 U2 M2 U' R' // (7) sorta h-perm

49 stm

fun scramble :3
 
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R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2

x2

D' B F U' F' D eoline
L' R' U2 L' U2 L2 U' L U2 L' U L U L' U L U' L' Leftblock
U R' U2 R' U' R' U R' rightblock
U2
Antisune
U2
J-Perm

I like!!
tips?
 
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R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2
z2
D' F D B U' B'//eoline?
R U R U L U' R'//2x2x1
L R' U R U L' U' L2 U2 L U L' U' L//left block
R' U2 R U' R2 D' R U R' D R2//WV
R' U2 R U R' U2 L U' R U L' U//PLL


And cubeexplorer...
U D F D R2 B//EOline
U' R' U' R L' U' L2 U L2 U' R' U' R' L2 U L'//F2L+CP
R U2 R' U' R U' R2 U' R U' R' U2 R U //2GLL

36HTM

But if you get the optimal alg for LL,
U F U R U' R' F2 L' U' L U F

34HTM
 
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