#### ECSCubed

##### Member

Do you think that if someone learned and could execute all of the algorithms very fast, that this method could easily beat Roux, or Petrus, or it's succesor ZZ?EDIT (6-20-2016): Updated first post

Welcome to the ZZ-CT thread!

My original post with my first public debut is here, you'll find a lot of the information regarding the method there.

In this thread, you'll find general information and a beginner's guide, as well as my opinions regarding the method. I'm still developing it, and things are subject to change, but you'll be able to see and judge for yourself!

Should you learn ZZ-CT?

First ask yourself some questions:

Are you good at ZZ?

Are you a busy individual who lacks spare time?

Are you feelin' lucky, punk? (Do you want sick single times?)

If you answered yes to the above questions and you want the next step up from standard ZZ and are willing to put in the work, then ZZ-CT is for you.

If you have hundreds of hours to burn and like to learn algorithms, go with ZZ-A (ZBLL). ZZ-A ONLY works if you are dedicated. If you take half-measures, then just forget about it, you'll never become fast with it, and that's coming from years of experience.

So where should you start?

The first thing is learning TSLE. This is honestly the hardest, and most frustrating step. It took me two weeks to learn basic TSLE, and over a month to get them into muscle memory.

I suggest learning all of the 1 corner cases first, because you can easily reduce any case down to one corner intuitively. Then learn the two corner cases, three corner cases, and finally the four corner cases.

This is because any of the 3 or 4 corner cases can quickly be reduced down to a 1-2 corner case with R U R' or R' U' R' or R U2 R'.

Don't be afraid to push your limits.

You might stop at 10 algs per day because you think that's all you can humanly do. Those numbers are completely arbitrary, I'll tell you right now that if you truly wanted to, if you had to save your own life, you could probably learn this method in a few days. Just count to yourself how many breaks you're taking. What is the ratio of time spent between drilling algs and doing non-constructive things?

The best habit when it comes to learning algorithms is to push yourself and really make an effort.

As for TTLL, you should be able to memorise it in a few days. Since a lot of the algorithms are so easy, and a few of them are super short. My opinion is that TTLL is even easier than COLL because so many of the algs are related to eachother, and a bunch of them are conjugated PLLs.

Here's some TSLE tricks and advice!

So for TSLE, I put them into a few categories:

1. Obvious/Irreducible Cases

For a LOT of TSLE cases, the goal is to do some number of triggers to reduce the case into an irreducible case. Mr colourful pockets once made an analogy relating it to sq-1 cubeshape. You do moves and slices to reduce the case into a cubeshape case that you know, except instead of a slice move and things, you do a trigger. ezpz

Example:R U R'

2. Insert + Sune

A BUNCH of cases are optimally solved by simply inserting and doing a sune. also ezpz.

Example:(R U' R')+ U' +(R' U' R U' R' U2 R)

3. Sune + Insert

It's like the earlier case, but backwards.

Example:R' U2 R U R' U R + U2 + R U R'

4. Pretend you're doing the F2L case.

So for a LOT OF THESE cases, it's the same alg as the F2L case. The strength behind TSLE is that you get to reuse a lot of F2L algs and you don't have to learn anything new.

This might be confusing, but let's try some examples.

Set up the case with U2 L U' R F2 D2 R D2 F2 R' U F2 L' F2

Just pretend that you're going to make the F2L pair with the corner in FDR. Even though that's obviously not the corresponding corner, just pretend that it is, and do U' R U' R' to make the fake pair. Now insert it with U R U' R'. Wow, everything's oriented!

If that didn't make sense, do R U R' U' R U R' to set up the same case, observe the orientation of the corners, make the F2L pair and insert it.

5. WV Cases

You probably know some WV. Some of those WV cases are still pretty darn good.

Example:R2 D R' U' R D' R2

6. Reflectional Cases

When the edge is already placed, you can mirror those cases, but like, the mirror plane is um, diagonal? So you have to rotate and do the case on the left side. This isn't good in the long term, but when you're learning, it's okay as a stepping stone.

Examples:R U' R' U2 R U' R' and y L' U L U2 L' U L

7. Cases that could be done with triggers, but are better off with an alg.

I know it sucks, but sometimes you just gotta learn the alg. It's better that way.

Examples:U2 R U2 R' U' R U' R' U R U' R'is better asR' D' r U2 r' D R

Other advice and tips:

Forcing PLL:

So like, you can also learn easy and fast alternate cases to force PLL to happen, so you can predict things better. Since you know it's PLL, you can mentally prepare yourself to recognise it.

In this respect, TSLE is also a stepping stone to ZZ-C. However, my personal opinion is that ZZ-C has a LOT OF garbage cases, and TTLL is better. Only using obvious and fast alternate cases is worth it.

For example, these are my favourite to force a skip, because with the latter two, I have an extra split second to think about the case because they start the same way. They're also all decently fast and easy to recognise. Do the inverse to see the case and try it out!

U' R U2 R' U2 R U2 R'(When the bad corner is in the back left)

U' R' F' R U R U R' F(When you don't see the bad corner)

U' R' F R U R U' R' F'(When there's a pair)

For rotationally symmetric cases, you can force the skip most of the time.

Whenever the 4 misoriented comes up, it's an 80% chance PLL. You just have to put the bad edge in the right place.

Example: R U' R' U' R U' R' U R U2 R'

Do the inverse, and see that like, no matter how many U moves you do, it's still the same orientation. That means if you put the bad corner in the back right position and do the alg, you'll always get OLL skip. If you put it in any other position, you'll get a TTLL.

Another example: R U2 R' U R U R'

This case is U2 rotationally symmetric. So that means you have double the chance for PLL. If the bad corner is misoriented, put it in back right (SAME AS EARLIER CASE), and then do the alg, you'll get PLL instead of TTLL.

Finally, some opinions:

I think that doing TSLE in one slot is better than being slot neutral.

You can train your brain to ignore the pieces in your slot while you blockbuild, and keep rotations to an absolute minimum. (No more than 1 rotation per solve)

However, with slot neutral TSLE, even though you may save 3-5 moves, there's a chance you'll have to do a rotation or ADF. With extra rotations and ADF, you'll introduce pauses and extra looks that puts you behind. I think that avoiding extra looks and rotations is worth 3-5 moves every 15% of the time.