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ZZ speedcubing method

Here's my alg list, which is a highly edited version of Simon's list. You're the first to see the final version =) I did a TON of work finding speed optimal algs. I left in all the algs I tried so you have alternatives should you not like the one I settled on. Maybe one day I'll clean it up a little.

ZZLL algs (no sune cases)

On the wiki, just look at the ZBLL cases with phased edges. But you probably won't need the wiki if you have this doc...unless you're looking for sune cases.

Hmm... Maybe I should have updated my ZZLL doc with my ZBLL. I was under the impression that people used it less than my ZBLL sheet (can you use something less than 0 times?). At least you kept it going. Some of the cases just aren't great no matter what, but I'm very happy you kept it updated. Might have to steal a few hehehe.

I very happy to hear you've completed ZZLL, even if it is without the Sune cases. I'm still running the Sune debate on ZBLL in my head. Some of the 2-gen cases are really fast, but after that it gets a little bit iffy. I thought about running each one and finding the PLL that went with it, but that just seemed too much. Do you even bother recognizing the COLL/ZZLL case before you Sune it?

Also, can you go into more detail about your recognition system? It sort of sounds like you are using Harris-Baum but maybe not. You don't have all 12 edge permutations to recognize so I imagine there are some shortcuts you can take.

You very well could be right about that! But isn't that what speedcubing is all about!? Investing absurd amounts of time into gaining even the slightest edge...into gaining the hope of having the slightest edge. lol Yes, ZZ-b is ridiculous, and that's why I'm drawn to it XD I won't be doing any sub-4.xx solves, but I do think it will take me, personally, further than CFOP could. Nevertheless, Malus, you make excellent points!

That's my attitude. I don't care that much about my times anymore. I'm sub-20 and that's plenty good. But my goal since the beginning was to learn ZBLL, and that's what drives me. I didn't make and update my ZBLL algorithms for you guys. You guys were I formatted it nicely.
 
Do you even bother recognizing the COLL/ZZLL case before you Sune it?.

No, I just 2-look it.

Also, can you go into more detail about your recognition system? It sort of sounds like you are using Harris-Baum but maybe not. You don't have all 12 edge permutations to recognize so I imagine there are some shortcuts you can take.
It's really not a system at all. I'll share my process though. Basically I started with 1 case as a flashcard. After I reached a level of performance with that case, I introduced a second case. I just had to distinguish between the 2. (Ex. 1 was double bar the other checkered.) Down the line another checkered case may show up so I had to identify a different or additional characterizing feature. (Ex. top corners match vs. bottom corners match; in addition to checkered) If I see some initial pattern, then I look here for the secondary pattern; if I see another initial pattern, I look over there for the secondary. There are specific things I'm looking for, it's just different in every case.

How far along are you in ZBLL?
 
It's really not a system at all. I'll share my process though. Basically I started with 1 case as a flashcard. After I reached a level of performance with that case, I introduced a second case. I just had to distinguish between the 2. (Ex. 1 was double bar the other checkered.) Down the line another checkered case may show up so I had to identify a different or additional characterizing feature. (Ex. top corners match vs. bottom corners match; in addition to checkered) If I see some initial pattern, then I look here for the secondary pattern; if I see another initial pattern, I look over there for the secondary. There are specific things I'm looking for, it's just different in every case.

How far along are you in ZBLL?

Yeah blocks are recognized faster than directly comparing stickers, so ZZLL definitely has a recognition advantage there.

My ZBLL isn't nearly where I want it. This time last year I knew all of U and H. Now I remember one COLL set of H (but the rest is coming back fairly quickly). Time off really hurts alg-heavy methods.
 
Questions about ZZ method....

Hi every body.
Im learning ZZ method and Im solving rubik's cube with CLL/ELL method now.

But now im wondering is there anyone who knows all the ZZ algorithms??
and after that is there someone who use ZZ method in tournaments??

and do you have any suggestions for memorizing algorithms??
I know these two answers: "Just practice" "Muscle Memory". I memorize 6 algorithms per day But I want to improve that.

thank you so much.
 
Here's my alg list, which is a highly edited version of Simon's list. You're the first to see the final version =) I did a TON of work finding speed optimal algs. I left in all the algs I tried so you have alternatives should you not like the one I settled on. Maybe one day I'll clean it up a little.

ZZLL algs (no sune cases)

On the wiki, just look at the ZBLL cases with phased edges. But you probably won't need the wiki if you have this doc...unless you're looking for sune cases.
I Nick,

Thanks for your useful documents about phasing and algorithms.

Here are a couple of algorithms, you could be happy to know.

COLL U = (R U R2' U') (R' F R U R2' U') (R' F')

and its reverse, COLL T = (F R U R2' U') (R' F' R U R2' U') R'

Another COLL T = (r U' r U2') (R' F R U2') (r2' F)

and his brother, COLL L = (R' r U' r U2') (R' F R U2') (r2' F R)

Hope, you'll like them.
 
Easier way to recognize bad edges? (ZZ Method)

Hi. I'm learning the ZZ method and I have trouble recognizing the bad edges. I use the recognizing method from http://cube.crider.co.uk and the method is:

Look at the U/D faces. If you see:

L/R colour (orange/red) it's bad.
F/B colour (green/blue) means you need to look round the side of the edge. If the side is U/D (white/yellow) it is bad.


Then look at the F/B faces of the E-slice (middle layer). The same rules apply. If you see:

L/R colour (orange/red) it's bad.
F/B colour (green/blue) means you need to look round the side of the edge. If the side is U/D (white/yellow) it is bad.

This method is easy to understand and good for finding bad edges, but when orienting the edges, I need to make F/B turns, so I have to think in 3 layers, F, S, and B.
But when finding the bad edges, I have to think in a different kind of 3 layers, U, E, and D. I find making this kind of transition in my mind very difficult, and I think a different method would be nice. I watched some videos on youtube, but they didn't help much.
 
Make sure you understand why they are considered a bad orientation, and then just spend some time mixing up the cube and looking at each edge. Give it time.

In other words, look at an edge and without making any physical moves think about whether or not you can solve the edge without using quarter turns on the front or back. With enough experience doing that, you will automatically gain a natural feeling ability to just look and know. If you were doing Roux, I would suggest just learning to see the colors relative to the centers, but ZZ is much more than that.
 
Try this. I look at the Front face first, then S-slice, then Back face.

That was the method I was thinking of, but I couldn't find a quick and easy way to recognize the bad edges using colors(like in the method I mentioned above).
 
Tips to improve ZZ efficiency?

Right now my EOLine is averaging like 8-9 moves when I know EOLine can be done in about half that, any tips for a more efficient approach?
 
don't switch to cfop

during EO put the DF and DB edges on opposite slices (L and R) so you can end the solve with LRD and look ahead.

this wont help your movecount much, but it will help transition to f2l, and it is very fingertricky.
 
why not? It would improve his efficiency and the method is pretty similar (F2L->LL)
 
Right now my EOLine is averaging like 8-9 moves when I know EOLine can be done in about half that

8-9 moves is fine, no idea why you think you can do it in half that

CFOP -> Boring

People just think CFOP is boring because it's popular. It's just as deep as any other method. (In fact, it's deeper atm because of extensive research)
 
People just think CFOP is boring because it's popular. It's just as deep as any other method. (In fact, it's deeper atm because of extensive research)

CFOP is boring because you just look at look at the cube and use algorithms. Not much thinking needed.(In my opinion)


Also, what is a good beginner method for easy transition into ZZ?
 
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