ZZ speedcubing method

I have a quick question about ZZ-b and I thought I ought to post it here rather than create a new thread. After phasing and edge orientation, what is the probability that the entire last layer would be solved (what is the chance of a ZZLL skip)?




Here's my try, please correct me:

(1/2 chance of edges correct) * (1/162 chance of a COLL skip) * (1/2 chance of non-rotated parity) = 1/648

I figured that even if the edges where correct and you got a COLL skip, you could still end up with an H-perm, which, I think, would be a rotated parity).
 
I have a quick question about ZZ-b and I thought I ought to post it here rather than create a new thread. After phasing and edge orientation, what is the probability that the entire last layer would be solved (what is the chance of a ZZLL skip)?




Here's my try, please correct me:

(1/2 chance of edges correct) * (1/162 chance of a COLL skip) * (1/2 chance of non-rotated parity) = 1/648

I figured that even if the edges where correct and you got a COLL skip, you could still end up with an H-perm, which, I think, would be a rotated parity).

I think you're right yes. :)

I'm pretty sure that after phasing, the number of possible edge permutations is: 4 * 2

My explanation is: If you imagine placing one edge on the LL, there are four possible options. By placing one edge, you've dictated the position of its opposite colour, so only two edges remain to place. For the third edge it must go adjacent to the first edge which gives two possible positions. Once the third edge is placed the fourth must go opposite... thus:
4 possible locations for first edge, 2 possible locations for the third edge gives number of possible permutations of phased edges as: 4 * 2 = 8

So...

# ZZLL cases = # corner orientations * (# corner permutations * # edge permutations) / 2 = 3^3 * (4! * 4*2) / 2 = 2592

If you include solved, but rotated cases (which most people do) then four of these cases would be included as a 'skip'. Thus chances of a ZZLL skip = 4/2592 = 1/648
 
Because this thread got bumped, I'll ask a question here.

I do EOCross(usually in two different steps) then I do an intuitive F2L with no cube rotations and OLL/PLL. I'm planning on ending with a different LL eventually, but I was just wondering if my beginning steps are alright. My recognition for F2L cases in the reduced EO set is beginning to get fast, but I just feel like I'm doing something wrong. My times in an avg of 12 usually range from high-20s to low-40s which is definately strange.

I know it would be ideal to EOLine + blockbuild, but I am terrible at blockbuilding.

I was wondering if anyone had any tips, on what I can do to bring down my SD.
Should I attempt to learn blockbuilding? Should I continue with my method? Should I memorize most of the F2L cases?
 
I'm by no means the fastest ZZ solver out there, but I've been working on it for the 6-months or so since I started cubing. Before going for ZZ I spent about 2-weeks learning Fridrich (and still dabble in it now and again), so know where you're coming from with the desire to do EOCross. The short answer: Don't do it!

The explanation: Asside from the fact that planning EOCross is very difficlut, the main reason is that its much less efficient. By sacrificing the ability to do F/B turns with EO, you're straight away losing some efficiency in your F2L slots. This is more than made up for if you allow the L and R sides full freedom to rotate ... which means blockbuilding I'm afraid :(

However, its not as bad as it sounds. To start with, just create your C+E pairs (as you've done with Fridrich) and then find your DF edge. Place it in FR/BR/FL/BL and connect your C+E pair to it by rotating the U-face. As you become more familiar with it you can start dealing with joining the C+DF edge and then connecting it to a mid-slice edge. Don't restrict yourself to doing one whole side first. Best is to mix and match for greatest efficiency. A general rule though: Always complete a 1x2x2 before its connecting 1x1x2.

During the solve you're likely to run into nasty cases such as badly connected blocks. Although dealing with them intuitively is fine at first, I'd recommend learning algs for getting out of these cases optimally or for better fingertrickage. As well as learning algs, there are a lot of 'tricks' you'll pick up with blockbuilding. For example, avoiding running into badly connected blocks or prematurely placing corners/edges. Don't worry about learning them now, they'll develop as you work with it. Slow solving or ZZ FM can be good for increasing your awareness to these techniques.

The great thing about block building is that there is a lot of depth to it, lots of places where you can improve. As your experience builds your block building move count will go down and down. This is a great thing about ZZ in general. Every step can be progressively improved as you spend more time on it. For example:
  • EO + Line -> EO + Planned Line -> EOLine -> EOLine and looking into your first block
  • F2L: Intuitive blockbuliding -> algs for special cases -> more tricks -> use of F2LL/Phasing etc.
  • LL: OCLL/PLL -> COLL/EPLL -> Phasing/ZZLL -> ZBLL (if you're hardcore :p)

Wow! This post is a lot longer than I intended ... sorry! Hope it helps :)
 
Last edited:
Example ZZ solve by me. Anyone who's good at ZZ, please help! :)

Scramble (Yellow is D face and Blue is F face.)
B2 D2 L D B2 L2 R' U R U' B2 R2 D2 R' U2 F2 D R2 L2 U2 F B R' F B2

Rereading through this thread, I think I'll contribute to this topic. Here is my example speed ZZ solve (I scrambled the WCA way).

Inspection: y' x2
EO: F D2 R' B' [4/5]
Line: L' D [2/2]
1x2x2: U' L2 R' U' R' U [6/7]
1x1x2: L U2 R' U L' [5/6]
1x2x2: R2 U' R U2 R2 U' [6/9]
1x1x2: R' U R' U' R U R' [7/7]
COLL: U R U’ L’ U R’ U L U L’ U L [12/12]
EPLL: U R2 U R U R' U' R' U' R' U R' U [13/14]
Total: [55/62]

So basically, my split was [6/7]-[24/29]-[25/26] for that solve. EOline was good, the LL was long because of the COLL case, but my F2L needs improvement.
 
ZZ method- Ignoring pieces.

I was watching the tutorial at http://www.youtube.com/watch?v=mO0IeE40wfc and I couldn't get one part of it. Ignoring colours. It says you need to ignore green and blue, but what does ignore in this case mean? If I ignore them, I can't apply ZZ rules to the edges. I just don't get what is meant there by saying ignore. Please help!
 
EOLine (ZZ method) help.

Im learning ZZ method for speedcubing. I have some problem with the first step EOLine, it take so much time and moves :(. Help me please!!!!
 
Im trying fix some bad edges when make a line, i usually make a line first, after that do other edges. Someone said to me fixed bad edges and make a line could be done same time.
Edit: In Roux method, fix bad edges have solutions for each cases. i don't know how i do same thing in ZZ method.
 
Last edited:
ZZ Method questions

Guys, I'm facinated by the ZZ Method but for the Last Layer I'm a fan of the ZZLL and I just wanted to know if Phasing and ZZLL can be used all the time to solve the LL?
 
Last edited:
I think you need to use phasing to permute edges while doing F2L.
wiki said:
ZZ-b: During F2L, the solver employs a technique called Phasing to correctly permute two opposite LL edges. Before the last corner-edge pair is placed, the solver uses one of several algorithms depending on how the edges are positioned. The last layer is then completed with one look using ZZLL.
 
Last edited:
Back
Top