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The ZZ "Example Solve" Game!

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?
Something is wrong with your left block, eoline was good though.


R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2
y'
R F' R' F' D2 B2 //EOline + two pairs (6/6)
R U' L' U' L' U R2 U' R U2 R' U R //RHblock + 1x2x2 (13/19)
L' U' L U' L' U2 L U' L' //LHblock (9/28)
U F' L F R' F' L' F R //COLL (9/37)
U' M2 U' M' U2 M U' M2 //H-perm (8/45)
alg.cubing.net
 
Scramble: R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2, LOL DIS LINE SOLVED

Initial Solution
z2 D' F B U' B' D //EOLINE 6/6
R U R U L U' R2 L2 U' L' U2 L U R //RIGHT BLOCK 14, 20
U2 L' U2 L' U2 L2 U L U L' U' L // LEFT BLOCK 12, 32
y R U2 R D R' U2 R D' R2 U2 //ZZLL 10, 42

left block ended in easy phasing into ZZLL, not bad
 
R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2

y x' // Inspection
R' U' R U x D2 R' D' // EOL (7/7)
L' U L' R' U2 L U L // F2L-1 (8/15)
U' R' U R2 // F2L-2 (4/19)
[D' U'] R' U R [U D] // F2L-3 (5/24)
L U2 L' U' L U L' // F2L-4 (7/31)
U' [l' R'] D2 R U2 R' D2 R U2 l // COLL (10/41)
M2 U' M U2 M' U' M2 U' // EPLL (8/49)

Decent...
 
R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2

First complete ZZ solve ever. EOLine was a bit trial and error, therefore it is looong.

z2 y
U' R' U L U L' F R B2 U2 F U' F' //EOLine (13)
R U' R' U' L U L' //left 2x2 (7)
R' U R U L' U' L //left block (7)
U R U2 R2 U' R //right 2x2 (6)
U R U R' //right block(4)
U R U2 R' U' R U' R' //CMLL (8)
M2 U' M U2 M' U' M2 U' //U-perm (8)

54 STM; 58 HTM


EDIT: Improved EOLine

z2 y
F R' L' D L D2 L' F U' F' //EOLine (10)
R U L' U R U R' //right 2x2 (7)
L2 U L2 U2 L U L'//left 2x2 (7)
R' U' R U L' U' L //left block (7)
U R' U R U R' U2 R //right block (8)
R U2 R' U' R U' R' //CMLL (7)
M2 U' M U2 M' U' M2 U' //U-Perm (8)

54 STM; 58 HTM


Any suggestions will be welcome.
 
Last edited:
R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2
EDIT: Improved EOLine

z2 y
F R' L' D L D2 L' F U' F' //EOLine (10)
R U L' U R U R' //right 2x2 (7)
L2 U L2 U2 L U L'//left 2x2 (7)
R' U' R U L' U' L //left block (7)
U R' U R U R' U2 R //right block (8)
R U2 R' U' R U' R' //CMLL (7)
M2 U' M U2 M' U' M2 U' //U-Perm (8)

54 STM; 58 HTM


Any suggestions will be welcome.

For EOLine, I would suggest first orienting all edges and then completing the line. It seems to me like you are doing the opposite.
For F2L, you shouldn't restrict yourself to placing a cross edge and then inserting a pair, CFOP style. It is often far less efficient than more unrestricted blockbuilding. Look over some other people's solves to see how people do it.
Congrats on completing your first ZZ solves ever!

My solve:
3. 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 (6)
L’ R’ U2 L’ U2 L2 // left-front square (6) – block made itself during EOLine
R’ U R U L U L’ // left-back pair (7)
R’ U R U’ R’ U’ R2 // right-front square (7) – or finish with R U2 R instead of R2 to split up pair
U R’ U2 R U R’ U’ R // right-back pair (8)
R U R’ U R U’ R’ U R U2 R’ // OCLL (11)
R U R’ F’ R U R’ U R’ F R2 U’ R’ U2 // PLL (14)

59 HTM
 
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 (6)
L' R' U2 L' U2 L2 (6)
U R' L U2 R' U' R2 (7)
U' R U2 R' U' L' (6)
U R U' R' U2 R U' R' (8)
U' x' D' L F2 L' D L D' F2 D L' (11)
 
R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2

These are speedsolve solutions.

orange front, right block first

x2 y'
U' F U F R' L' D' //EOLine (7/7)
U2 R U R U' R' U' R U R' L' U2 L U' R' U' R // RHB (17/24)
L' U L' U' L U L2 U L U' L' U L U' L' U L //LHB (17/41)
R' U' R U' R' U R U' R' U R U' R' U2 R // COLL (15/56)
R2 U' R' U' R U R U R U' R U' // EPLL (12/68)

orange front, left block first

x2 y'
U' F U F R' L' D' //EOLine (7/7)
L U' L' U L D' R' U R U' R' U R D //LHB (14/21)
R U R U' R U' R2 U R U2 R U R' U R U' R' //RHB (17/38)
U' R U R' U R U2 R' //COLL (8/46)
U2 R U' R U R U R U' R' U' R2 //EPLL (12/58)

orange front, flexible blocks

x2 y'
U' F U F R' L' D' //EOLine (7/7)
L U' L' U L2 R2 U' R' U' L' U L U' L' U L U L' //F2L-1 (18/25)
y U R U' R' U R U' R' U R U' R' //CLS? (12/37)
R' U' R' U' R' U' R' U R U R2 //EPLL (11/48)

green front, right block first

z2
D' F y R U' R' D // EOLine (6/6)
y' R' L' U2 R' U2 R2 L' U L U R U R' //RHB (13/19)
U' L' U' L' U L U' L2 U L U' L' U' L //LHB (14/33)
U' R' U R U' x' U L' U L U2 R U' R' U //COLL (14/47)
x U R' U R' U' R' U' R' U R U R2 //EPLL (12/59)

green front, left block first

z2
D' F y R U' R' D // EOLine (6/6)
U L2 R U2 L' U' L' U' R' U R U' R U' L' //LHB (15/21)
U' R U2 R U2 R2 U' R' U2 R U' R' U R //RHB (14/35)
U' R U2 R' U' R U' R2 U L U' R U L' //COLL (14/49)
M2 U M2 U M' U2 M2 U2 M' //EPLL (9/58)

green front, flexible blocks

z2
D' F y R U' R' D // EOLine (6/6)
y' L R U' L' R' U2 L U L U' R U' R' U' L' U L' //LHB (17/23)
R U R' U R U' R' U R2 U2 R' U R U R' //RHB (15/38)
R' U' R U' R' U2 R //OCLL (7/45)
U2 R U R' F' R U R' U' R' F R2 U' R' // PLL (14/59)

this means i would have to turn at 6+ TPS constantly to get sub10. HALP
 
Last edited:
R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2

A (would have been quick if not for insertions which I've done by hand) FMC attempt:

D' L D L //EO (4/4)
D2 B F2 R2 //Line + 3x2x1 (4/8)
F B2 * U' B F //All but 6 corners (5/13)

* = B2 R' F R B2 R' F' + R // (6/19)
+ = F' L F R F' @ L' F R' // (5/24)
@ = F' R F L' F' R' F L // (4/28)

Final solution: D' L D L D2 B F2 R2 F R' F R B2 R' F2 L F R F2 R F L' F' R' F2 U' B F

If ends in 25 and its first insertion cancels 5 moves, I could have find it.
 
R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2

These are speedsolve solutions.

orange front, right block first

x2 y'
U' F U F R' L' D' //EOLine (7/7)
U2 R U R U' R' U' R U R' L' U2 L U' R' U' R // RHB (17/24)
L' U L' U' L U L2 U L U' L' U L U' L' U L //LHB (17/41)
R' U' R U' R' U R U' R' U R U' R' U2 R // COLL (15/56)
R2 U' R' U' R U R U R U' R U' // EPLL (12/68)

Optimized your solve with partial corner control
This is maybe something you can get used to:

x2 y'
U' F U F R' L' D' //EOLine (7/7)
U2 R U R U' R' U' R U R' L' U2 L U' R' U' R // RHB (17/24)
L' U L' U' L U L2 U L U' L' U L U2 L' U2 L //LHB (17/41)
U R U R' U R U2 R' // COLL (8/49)
 
this means i would have to turn at 6+ TPS constantly to get sub10. HALP
I think you have to optimize each step a bit to get down to sub-10:
1) From the ZZ/ZB Home Thread i know your last layer need 3.2s, i think with COLL/EPLL it is about 18 moves on average (with ZZLL it will be less). Is it possible to do it in 2.7s with training?
2) In these examples your move count for the blocks is about 30 and you need 5.3s. Here you can figure out two ways of improvements: a) save a few moves (3-5) and b) optimize fingertricks. To do this you have to find some bad habits eg. a slow fingertrick for a recurring pattern or a style of blockbuilding you do because you can recognize the pattern fast but it has more moves (eg place the cross edges first and then insert pairs or build pairs only horizontal and not vertical). Maybe we can find something like that in your reconstructions.
3) what are you planning in your inspection time? is it possible to see one, two or three moves further?
4) Transition time between EOLine and F2L?
 
Last edited:
Optimized your solve with partial corner control
This is maybe something you can get used to:

x2 y'
U' F U F R' L' D' //EOLine (7/7)
U2 R U R U' R' U' R U R' L' U2 L U' R' U' R // RHB (17/24)
L' U L' U' L U L2 U L U' L' U L U2 L' U2 L //LHB (17/41)
U R U R' U R U2 R' // COLL (8/49)

rather not. i know way more PI/H COLLs than i do of the other cases. at the same time, i dont wanna disorient corners voluntarily during last slot, because i still like the frequent OCLL skips
 
rather not. i know way more PI/H COLLs than i do of the other cases. at the same time, i dont wanna disorient corners voluntarily during last slot, because i still like the frequent OCLL skips
I force Sune cases with PCC because i like Sune very much, but you can also force Pi/H cases and get a chance of 44% rather than 22% or you can force an OCLL skip in 7,4% rather than 3,7%. The idea behind this is to know the cases that are annoying you and then do U2 L' U2 L instead of U' L' U L (and the mirrors of that), this is only a double turn instead of a single and you'll get more likely a case you like. Recognition should be fast because you don't have to look at all corners.

This is not very useful in Roux because the pairs are not oriented (half of the time), but i think it ZZ in could be applied very well.
 
Last edited:
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 // EO // 6/6
U' R' U R U L // 1x2x2 // 6/12
U2 R2' U' R // 1x2x2 // 4/16
U2 R U' R' U R // F2L#1 // 6/22
U L2 U L2' U L2 U2 L2' // ZBLS // 8/30
U' R U R' U' R' U L' U2 R U' R' U2 R2 L U' R' // ZBLL // 17/47
U // AUF // 1/48
 
R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2

These are speedsolve solutions.

orange front, right block first

x2 y'
U' F U F R' L' D' //EOLine (7/7)
U2 R U R U' R' U' R U R' L' U2 L U' R' U' R // RHB (17/24)
L' U L' U' L U L2 U L U' L' U L U' L' U L //LHB (17/41)
R' U' R U' R' U R U' R' U R U' R' U2 R // COLL (15/56)
R2 U' R' U' R U R U R U' R U' // EPLL (12/68)

orange front, left block first

x2 y'
U' F U F R' L' D' //EOLine (7/7)
L U' L' U L D' R' U R U' R' U R D //LHB (14/21)
R U R U' R U' R2 U R U2 R U R' U R U' R' //RHB (17/38)
U' R U R' U R U2 R' //COLL (8/46)
U2 R U' R U R U R U' R' U' R2 //EPLL (12/58)

orange front, flexible blocks

x2 y'
U' F U F R' L' D' //EOLine (7/7)
L U' L' U L2 R2 U' R' U' L' U L U' L' U L U L' //F2L-1 (18/25)
y U R U' R' U R U' R' U R U' R' //CLS? (12/37)
R' U R' U' R' U' R' U R U R2 //EPLL (11/48)

green front, right block first

z2
D' F y R U' R' D // EOLine (6/6)
y' R' L' U2 R' U2 R2 L' U L U R U R' //RHB (13/19)
U' L' U' L' U L U' L2 U L U' L' U' L //LHB (14/33)
U' R' U R U' x' U L' U L U2 R U' R' U //COLL (14/47)
x U R' U R' U' R' U' R' U R U R2 //EPLL (12/59)

green front, left block first

z2
D' F y R U' R' D // EOLine (6/6)
y' U L2 R U2 L' U' L' U' R' U R U' R U' L' //LHB (15/21)
U' R U2 R U2 R2 U' R' U2 R U' R' U R //RHB (14/35)
U' R U2 R' U' R U' R2 U L U' R U L' //COLL (14/49)
M2 U M2 U M' U2 M2 U2 M' //EPLL (9/58)

green front, flexible blocks

z2
D' F y R U' R' D // EOLine (6/6)
y' L R U' L' R' U2 L U L U' R U' R' U' L U L' //LHB (17/23)
R U R' U R U' R' U R2 U2 R' U R U R' //RHB (15/38)
R' U' R U' R' U2 R //OCLL (7/45)
U2 R U R' F' R U R' U' R' F R2 U' R' // PLL (14/59)

this means i would have to turn at 6+ TPS constantly to get sub10. HALP

Corrected some errors.

Have you ever investigated how useful it is (for your move count) to be CN and to do flexible blockbuilding. Maybe it is better for your EOLine/F2L transition to focus on fixed colors and blocks? In this examples your blockbuilding is good for a speedsolve, but there are no differences in the move count. I'm interested in this for my own solves too, so maybe i'll make a test when i can solve ZZ more fluently.

EDIT: found the answer http://www.speedsolving.com/forum/s...F2L-Move-Count&p=342121&viewfull=1#post342121
http://www.speedsolving.com/forum/s...F2L-Move-Count&p=342805&viewfull=1#post342805
 
Last edited:
Getting better in EOLine:

R2 U' F2 U' B2 L2 U F2 U2 L2 U2 L' D' F' D' L R2 F' U F' R2

z2 y
F' L' U' D' L F' U F' //EOLine (8)
R2 U' R U R' L U' L' //left 2x2 (8)
U R U' R'L' U L //left block (7)
U' R' U2 R2 U2 R2 U' R2 //right 2x2 (8)
U R U R' U' R U' R' U' R //right block (10)
U R' U R U' R2 F' U' F U R F R' F' R2 U' //F-Perm (16)

57 HTM
 
Corrected some errors.

Have you ever investigated how useful it is (for your move count) to be CN and to do flexible blockbuilding. Maybe it is better for your EOLine/F2L transition to focus on fixed colors and blocks? In this examples your blockbuilding is good for a speedsolve, but there are no differences in the move count. I'm interested in this for my own solves too, so maybe i'll make a test when i can solve ZZ more fluently.

EDIT: found the answer http://www.speedsolving.com/forum/s...F2L-Move-Count&p=342121&viewfull=1#post342121
http://www.speedsolving.com/forum/s...F2L-Move-Count&p=342805&viewfull=1#post342805

I'm probably gonna stick to flexible blocks because that's what i always did, although only left block first seems alot easier to me... but it being easier to recognise and execute is a bad excuse when it can give you ~5 moves plus in an average solve

also i really have to get used to using keyhole with D and Uw moves in ZZ
 
It's time for
Scramble 4:
R' L D' F' U2 B D' B L' B U' L2 F2 U R2 B2 D R2 L2


Actual 12.06s speedsolve (not great)

x2
R' F R U' D B R D (8)
R2 L' U L U2 L' R U' R' (9)
U L2 U' L U2 L' U' L (8) (Should have done L2 R' U R)
U' R' U2 R U' R' U' R U' R' U R (12)
L' U2 L2 U L2 U L (7)
U L U' L' U2 R L U' L' U R' U2 (12)

56 HTM, pretty high movecount consedering the 12 moves LL
 
Last edited:
R' L D' F' U2 B D' B L' B U' L2 F2 U R2 B2 D R2 L2

EoLine is getting shorter (8 unoriented egdes this time), but it still takes soo long to figure it out.
The rest is solvable with roux knowledge.

z2 y
U F L U' L B' F2 //EoLine (7)
R' U2 R L2 U2 L //left 2x2 (6)
U L U L' U L U' L' //left pair (8)
U' R U2 R //right 2x2 (4)
U R2 U' R2 U' R' //right pair (6)
U R U R' U F2 R U2 R' U2 R' F2 R //COLL (13)
M2 U M2 U' E2 M E2 M U' //Z-Perm (9)


53 STM, 59 HTM
 
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