ZZ-Z (A ZZ variant)

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Hi everyone. First and foremost, I apologize if this is in the wrong place, has been thought of, etc.
Now, for the actual method itself, it goes as follows, with the approximated movecount following the step:
EOline:8
LD 1x2x3 block: 12
CP:10
BDR 1x2x2 (R,U): 7
LPELL:7
2GLL:13
Total approximated movecount:57

This variant of ZZ leaves you with a 14 alg 1LLL, and has a total of 15 algs needed to learn. This is less than many ZZ variants, including ZZ-Reduction, although it is only by one algorithm.

Pros:
Ergonomic
Fairly efficient
1LLL
Very low algorithm count
Easy look-ahead

Cons:
Not the most efficient method out there.
CP recognition
CP recognition
CP recognition
and not much else.
Oh I think I forgot to mention CP recognition! :p
Example Solve:
Scramble:F2 D2 L' U2 R B2 F2 L U2 L2 D2 B L' U2 B' U2 L2 R' D R'
z2 U F2 D2 L' F//Eoline
L2 U' R' U' R' L' U L U L U L'//1x2x3 block on LD
U' R U L' U R U' L//CP
R2 U' R2 U R//1x2x2 on BDR
U R U' R' U R U' R' U R U2 R' U R U' R' U R U2 R'//LPELL
R2 U R2 U2 R' U' R U' R U' R U' R2 U2 R'//2GLL
I personally am very inefficient. If a more experienced ZZ user solved this, the movecount would probably be better.
CP recognition:
[video]https://youtu.be/5SqojHQ8r-c[/video]
 
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same way you would recognize an EG case with bar on L, but associate each case with a corner cycle, and apply the correct corner cycle

That would absolutely destroy lookahead. That's basically like doing CLL recognition (and then some) in the middle of F2L.
 
I think movecount isn't a huge deal as long as you're able to perform moves quickly enough, ZZ solves aren't even bad at all on movecount to begin with, there's not really a reason for this
 
a while back, we started sayin "ZZ-z" 2 refer 2 the second F2L block @ UL or UR, (z rotation)

nbd just sayin
 
I just made a video on how I recognize CP. On average, I can recognize and perform it in under 2 seconds.

Even a necessary 1 second pause is damaging to F2L lookahead. Nobody is questioning your ability to recognize CP quickly, they're questioning whether it's possible to recognize cp efficiently during F2L. I watched your video, and that method, while interesting, requires too much looking around and processing to allow for effective lookahead. Additionally, it wastes moves, leading to a less efficient F2l.

This seems like a slightly worse ZZ-porky (either one).

Aside: Can you really call it 1LLL if it requires LS stuff to work? Because theoretically, anyone who knows OLS uses PLL as a 1LLL if that's the case.
 
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Even a necessary 1 second pause is damaging to F2L lookahead. Nobody is questioning your ability to recognize CP quickly, they're questioning whether it's possible to recognize cp efficiently during F2L. I watched your video, and that method, while interesting, requires too much looking around and processing to allow for effective lookahead. Additionally, it wastes moves, leading to a less efficient F2l.

This seems like a slightly worse ZZ-porky (either one).

Aside: Can you really call it 1LLL if it requires LS stuff to work? Because theoretically, anyone who knows OLS uses PLL as a 1LLL if that's the case.
Yes, you can call it a 1LLL because it is the last layer. You solve it in one algorithm, regardless of the LS shtuff you do.
 
I know most of you think that this is not possible to be even sub-20 with, but I just got a 15.35 solve.
Scramble:L' U2 F2 L2 D R2 B2 R2 B2 U' L2 R' B2 F' R U F2 R2 D R
D' L B2 F'//EOline
U2 L R' U R U' R' U L2 R' U' R' U2 L'//left block
R2 U' L' U R U' L//CP
R2 U' R U2 R2 U R//1x2x2 in BDR
R U' R' U R U R' U' R U R' U' R U' R2 U' R U' R' U2 R//LPELL
y2 R U2 R2 U R' U R' U R' U R U2 R2 U' R2//2gll

I know, I know, my efficiency is just horrible.
BUT this proves it can be fast
 
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