https://www.speedsolving.com/wiki/api.php?action=feedcontributions&user=Papasmurf&feedformat=atomSpeedsolving.com Wiki - User contributions [en]2019-06-16T07:27:16ZUser contributionsMediaWiki 1.31.0https://www.speedsolving.com/wiki/index.php?title=4Z4&diff=385164Z42018-10-20T12:40:56Z<p>Papasmurf: </p>
<hr />
<div>{{Method Infobox<br />
|name=4Z4<br />
|image=Z4.gif<br />
|proposers= [[Joseph Tudor]]<br />
|year= Early 2018<br />
|anames=<br />
|variants=<br />
|steps= 10<br />
|moves= 135?<br />
|algs= 52 (1 OLL parity, 42 COLL, 9 EPLL+parity)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Big Cubes]]<br />
}}<br />
The '''4Z4''' method is a 4x4 speedsolving method for [[ZZ method]] solvers. It starts off with a redux stage very similar to the [[Yau method]]'s, but it ends with a ZZ finish, giving the preferable method for ZZ solvers while retaining the advantages that Yau has. It is a definite improvement over other ZZ based 4x4 methods such as [[Z4]] and [[NS4]] due to a lower movecount and better ergonomics. It is also quite similar to the [[Mehtad]] method, although the way eo is done is more simple and has better recognition and the way to make the line is more simple.<br />
<br />
Currently, there are no notable solvers with 4Z4 as it is quite a new method, as well as there being very few ZZ solvers who are fast at 4x4.<br />
<br />
<br />
== Steps ==<br />
<br />
# Solve 2 opposite centres. These will be your L and R colours that you use for ZZ on 3x3.<br />
# Solve 3 pseudo cross edges on L. (These have to meet a specific requirement and will be explained later.)<br />
# Solve last 4 centres<br />
# Solve final pseudo cross edge<br />
# Pair last 8 edges using 3-2-3 edge pairing or your preferred edge pairing technique<br />
# Solve line. You do this by positioning the line edge that isn't in the pseudo cross in DR, and using an L move to place the other one at DL. You then do a D/D' to solve the line, then undo the Lm ove to position the pseudo cross in DL.<br />
# Solve edge orientation and do OLL parity<br />
# ZZ F2L<br />
# [[COLL]]<br />
# EPLL+Parity<br />
<br />
== The Pseudo Cross ==<br />
<br />
The pseudo cross needs to have these specific edges:<br />
*1 line edge<br />
*The left cross edge (and should match with your left centre)<br />
*2 edges that don't meet the other requirements (any E slice edge, any U layer edge and the opposite cross edge)<br />
<br />
It is generally considered better if you solve the line edge and the cross edge in the same relationship to each other every time (for example, opposite). Also, you don't technically have to solve the cross edge, but it limits the amount of L2 moves you have to do later on.<br />
<br />
== Edge Orientation ==<br />
<br />
The way you do edge orientation is identical to the way in Petrus, just you need to stretch the definition of a bad edge to any edge. You hold the cube so that the line and pseudo cross are in BD (which means tha your L/R colours are on F/B).<br />
<br />
There are 2 types of edges:<br />
*E slice<br />
*U/D layer<br />
<br />
If an E slice edge is in E, and the colour on F is opposite or the same as the centre colour, it is good. If it is not, it is bad.<br />
The inverse is true if the edge is on U/D. If the colour on U/D is opposite or the same to the colour of the centre on F, it is bad. If not, it is good.<br />
<br />
For a U/D edge, if the U/D colour is the same/opposite as the U/D centre and is on U/D it's good. If the U/D colour isn't matching to the F centre, it is good, but if it is, it's bad.<br />
<br />
You use R/L to flip edges, U/F to replace them, then undo the flip.<br />
<br />
The parity algorithm flips one edge and doesn't preserve F2L. You hold the edge in UF and with the line in the normal position, so you essentially orientate as many edges in petrus style as possible, then rotate to put your line in the normal position, do parity, then continue. This is the algorithm: Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'<br />
<br />
NB. If you are good at [[LEOR]], the line and EO step can be merged into one.<br />
== Last Layer ==<br />
<br />
For the last layer, you can use the same [[COLL]] algs as on 3x3, as you don't need to worry about orientation parity due to it being solved already.<br />
<br />
After COLL, you have EPLL+parity. There are the 4 normal [[EPLL]] cases (H-perm, Ua-perm, Ub-perm, Z-perm), plus the additional opposite swap, adjacent swap, Oa, Ob and W permutations.<br />
<br />
Opposite swap<br />
[[Image:Opppllparity.png|110px|]]<br />
{{Alg5|wca=r2 U2 r2 Uw2 r2 u2<br />
|sign=2R2 U2 2R2 u2 2R2 2U2<br />
|length=(12,6)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(Rw2 F2 U2) r2 (U2 F2 Rw2)<br />
|sign=(r2 F2 U2) 2R2 (U2 F2 r2)<br />
|length=(14,7)|name=|wide=N|author=Stefan Pochmann<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
<br />
Adjacent swap<br />
[[Image:Oadjpllparity.png|110px|]]<br />
{{Alg5|wca=(R U R' U') r2 U2 r2 Uw2 r2 Uw2 (U' R U' R')<br />
|sign=(R U R' U') 2R2 U2 2R2 u2 2R2 u2 (U' R U' R')<br />
|length=(20,14)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(R U R' U') (Rw2 F2 U2) r2 (U2 F2 Rw2) (U R U' R')<br />
|sign=(R U R' U') (r2 F2 U2) 2R2 (U2 F2 r2) (U R U' R')<br />
|length=(22,15)|name=|wide=N|author=Stefan Pochmann<br />
|url=<br />
}}<br />
<br />
Oa Permutation<br />
[[Image:Circ4cyccw.png|110px|]]<br />
{{Alg5|wca=M2 U M2 U M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U M2 U M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Ob Permutation<br />
[[Image:Circ4cy.png|110px|]]<br />
{{Alg5|wca=M2 U' M2 U' M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U' M2 U' M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
W permutation<br />
[[Image:Zigzag4cycdedges.png|110px|]]<br />
{{Alg5|wca=(U') R' U R' U' R' U' R' U R U' Uw2 r2 Uw2 r2 U2 Rw2<br />
|sign=(U') R' U R' U' R' U' R' U R U' u2 2R2 u2 2R2 U2 r2<br />
|length=(21,16)|name=SP04<br />
|wide=N|author=Stefan Pochmann<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Do the correct algorithm out of the 9, and you're done!<br />
== Example solve ==<br />
Scramble: R Uw B' Uw' Rw' B2 Uw2 B' Uw' L2 D' Fw' B F2 Uw' B2 F' U2 F D' Uw2 R' Rw L2 Fw B' Rw' U' L2 Rw' B' U D Uw R' F' Rw2 F2 B' Uw'<br />
<br />
z//inspection<br />
<br />
D U Rw' F' U2 Rw2 U Rw Uw2 U' y Rw U2 Rw'//F2C, L&R colours<br />
<br />
z F R U Rw U Rw' L' F//Pseudo cross<br />
<br />
L2 3Rw' U' 3Rw2 U Rw U' Rw2 3Rw U 3Rw2 U Rw U' Rw' 3Rw2 Rw2 U2 Rw2 U' 3Rw' Rw U Rw' Lw' L U2 Rw// L4C<br />
<br />
z' y' Uw2 R' U' R Uw2 F2//Solve pseudo cross<br />
<br />
Uw' F' U F L' U2 L y2 Uw2 U F U' F' Uw' y R U R' Uw' R U2 R' Uw//Pair edges<br />
<br />
z R2 L2 D L2//Solve line<br />
<br />
y L F L' y' R2 U Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'//Edge orientation<br />
<br />
R' U R U L U L' R' U' R' U2 R' U R' U2 R U2 R' U R L' U' L//ZZ F2L<br />
<br />
U R' U L U' R U L'//COLL<br />
<br />
Rw2 F2 U2 Rw2 R2 U2 F2 Rw2 U2 //EPLL+Parity<br />
[https://alg.cubing.net/?puzzle=4x4x4&setup=R_Uw_B-_Uw-_Rw-_B2_Uw2_B-_Uw-_L2_D-_Fw-_B_F2_Uw-_B2_F-_U2_F_D-_Uw2_R-_Rw_L2_Fw_B-_Rw-_U-_L2_Rw-_B-_U_D_Uw_R-_F-_Rw2_F2_B-_Uw-&alg=z%2F%2Finspection%0AD_U_Rw-_F-_U2_Rw2_U_Rw_Uw2_U-_y_Rw_U2_Rw-%2F%2FF2C,_L%26R_colours%0Az_F_R_U_Rw_U_Rw-_L-_F%2F%2FPseudo_cross%0AL2_3Rw-_U-_3Rw2_U_Rw_U-_Rw2_3Rw_U_3Rw2_U_Rw_U-_Rw-_3Rw2_Rw2_U2_Rw2_U-_3Rw-_Rw_U_Rw-_Lw-_L_U2_Rw%2F%2F_L4C%0Az-_y-_Uw2_R-_U-_R_Uw2_F2%2F%2FSolve_pseudo_cross%0AUw-_F-_U_F_L-_U2_L_y2_Uw2_U_F_U-_F-_Uw-_y_R_U_R-_Uw-_R_U2_R-_Uw%2F%2FPair_edges%0Az_R2_L2_D_L2%2F%2FSolve_line%0Ay_L_F_L-_y-_R2_U_Rw_U2_Rw2_U-_Rw-_U2_Rw_U2_Rw-_U_Rw2_U2_Rw2_U_R2_U-_Rw-%2F%2FEdge_orientation%0AR-_U_R_U_L_U_L-_R-_U-_R-_U2_R-_U_R-_U2_R_U2_R-_U_R_L-_U-_L%2F%2FZZ_F2L%0AU_R-_U_L_U-_R_U_L-%2F%2FCOLL%0ARw2_F2_U2_Rw2_R2_U2_F2_Rw2_U2_%2F%2FEPLL%26%232b%3BParity]<br />
<br />
142 moves with double parity.<br />
<br />
== Advantages and Disadvantages ==<br />
<br />
Advantages:<br />
*Gives a ZZ finish for a similar movecount to Yau, with all of the advantages Yau has.<br />
*Better ways to deal with parity. The number of algs used in a solve with double parity is one less than with standard Yau with double parity, and PLL parity recognition is easier due to corners being solved.<br />
*The EO recognition is suitable for doing mid-solve, unlike with standard ZZ.<br />
*Due to the freedom of having a wider selection of edges for pseudo cross, it is more efficient than yau cross.<br />
<br />
Disadvantages:<br />
*Pseudo cross is more abstract than Yau cross, and therefore could be potentially slower as the recognition is harder.<br />
*More steps to do after reduction is done (2: line and EO).<br />
*Fewer pieces are directly solved in pseudo cross and EO compared to Yau and [[Hoya]] and [[Meyer]].<br />
<br />
<br />
== See also ==<br />
*[[ZZ]]<br />
*[[Z4]]<br />
*[[NS4]]<br />
*[[Petrus]]<br />
*[[Mehtad]]<br />
<br />
== External links ==<br />
*Lars Petrus' EO tutorial: https://lar5.com/cube/fas3.html<br />
*ZZ text tutorial (Conrad Rider): http://cube.crider.co.uk/zz.php<br />
*ZZ video tutorial (Phil Yu): https://www.youtube.com/watch?v=Q9f-uHyHeQs&list=PLD9771CF83F13B110<br />
*Original proposal thread: https://www.speedsolving.com/forum/threads/4z4-a-new-4x4-method-for-zz-users.70473/</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=4Z4&diff=385154Z42018-10-20T12:40:32Z<p>Papasmurf: /* External links */</p>
<hr />
<div>{{Method Infobox<br />
|name=4Z4<br />
|image=Z4.gif<br />
|proposers= [[Joseph Tudor]]<br />
|year=2017<br />
|anames=<br />
|variants=<br />
|steps= 10<br />
|moves= 135?<br />
|algs= 52 (1 OLL parity, 42 COLL, 9 EPLL+parity)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Big Cubes]]<br />
}}<br />
The '''4Z4''' method is a 4x4 speedsolving method for [[ZZ method]] solvers. It starts off with a redux stage very similar to the [[Yau method]]'s, but it ends with a ZZ finish, giving the preferable method for ZZ solvers while retaining the advantages that Yau has. It is a definite improvement over other ZZ based 4x4 methods such as [[Z4]] and [[NS4]] due to a lower movecount and better ergonomics. It is also quite similar to the [[Mehtad]] method, although the way eo is done is more simple and has better recognition and the way to make the line is more simple.<br />
<br />
Currently, there are no notable solvers with 4Z4 as it is quite a new method, as well as there being very few ZZ solvers who are fast at 4x4.<br />
<br />
<br />
== Steps ==<br />
<br />
# Solve 2 opposite centres. These will be your L and R colours that you use for ZZ on 3x3.<br />
# Solve 3 pseudo cross edges on L. (These have to meet a specific requirement and will be explained later.)<br />
# Solve last 4 centres<br />
# Solve final pseudo cross edge<br />
# Pair last 8 edges using 3-2-3 edge pairing or your preferred edge pairing technique<br />
# Solve line. You do this by positioning the line edge that isn't in the pseudo cross in DR, and using an L move to place the other one at DL. You then do a D/D' to solve the line, then undo the Lm ove to position the pseudo cross in DL.<br />
# Solve edge orientation and do OLL parity<br />
# ZZ F2L<br />
# [[COLL]]<br />
# EPLL+Parity<br />
<br />
== The Pseudo Cross ==<br />
<br />
The pseudo cross needs to have these specific edges:<br />
*1 line edge<br />
*The left cross edge (and should match with your left centre)<br />
*2 edges that don't meet the other requirements (any E slice edge, any U layer edge and the opposite cross edge)<br />
<br />
It is generally considered better if you solve the line edge and the cross edge in the same relationship to each other every time (for example, opposite). Also, you don't technically have to solve the cross edge, but it limits the amount of L2 moves you have to do later on.<br />
<br />
== Edge Orientation ==<br />
<br />
The way you do edge orientation is identical to the way in Petrus, just you need to stretch the definition of a bad edge to any edge. You hold the cube so that the line and pseudo cross are in BD (which means tha your L/R colours are on F/B).<br />
<br />
There are 2 types of edges:<br />
*E slice<br />
*U/D layer<br />
<br />
If an E slice edge is in E, and the colour on F is opposite or the same as the centre colour, it is good. If it is not, it is bad.<br />
The inverse is true if the edge is on U/D. If the colour on U/D is opposite or the same to the colour of the centre on F, it is bad. If not, it is good.<br />
<br />
For a U/D edge, if the U/D colour is the same/opposite as the U/D centre and is on U/D it's good. If the U/D colour isn't matching to the F centre, it is good, but if it is, it's bad.<br />
<br />
You use R/L to flip edges, U/F to replace them, then undo the flip.<br />
<br />
The parity algorithm flips one edge and doesn't preserve F2L. You hold the edge in UF and with the line in the normal position, so you essentially orientate as many edges in petrus style as possible, then rotate to put your line in the normal position, do parity, then continue. This is the algorithm: Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'<br />
<br />
NB. If you are good at [[LEOR]], the line and EO step can be merged into one.<br />
== Last Layer ==<br />
<br />
For the last layer, you can use the same [[COLL]] algs as on 3x3, as you don't need to worry about orientation parity due to it being solved already.<br />
<br />
After COLL, you have EPLL+parity. There are the 4 normal [[EPLL]] cases (H-perm, Ua-perm, Ub-perm, Z-perm), plus the additional opposite swap, adjacent swap, Oa, Ob and W permutations.<br />
<br />
Opposite swap<br />
[[Image:Opppllparity.png|110px|]]<br />
{{Alg5|wca=r2 U2 r2 Uw2 r2 u2<br />
|sign=2R2 U2 2R2 u2 2R2 2U2<br />
|length=(12,6)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(Rw2 F2 U2) r2 (U2 F2 Rw2)<br />
|sign=(r2 F2 U2) 2R2 (U2 F2 r2)<br />
|length=(14,7)|name=|wide=N|author=Stefan Pochmann<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
<br />
Adjacent swap<br />
[[Image:Oadjpllparity.png|110px|]]<br />
{{Alg5|wca=(R U R' U') r2 U2 r2 Uw2 r2 Uw2 (U' R U' R')<br />
|sign=(R U R' U') 2R2 U2 2R2 u2 2R2 u2 (U' R U' R')<br />
|length=(20,14)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(R U R' U') (Rw2 F2 U2) r2 (U2 F2 Rw2) (U R U' R')<br />
|sign=(R U R' U') (r2 F2 U2) 2R2 (U2 F2 r2) (U R U' R')<br />
|length=(22,15)|name=|wide=N|author=Stefan Pochmann<br />
|url=<br />
}}<br />
<br />
Oa Permutation<br />
[[Image:Circ4cyccw.png|110px|]]<br />
{{Alg5|wca=M2 U M2 U M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U M2 U M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Ob Permutation<br />
[[Image:Circ4cy.png|110px|]]<br />
{{Alg5|wca=M2 U' M2 U' M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U' M2 U' M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
W permutation<br />
[[Image:Zigzag4cycdedges.png|110px|]]<br />
{{Alg5|wca=(U') R' U R' U' R' U' R' U R U' Uw2 r2 Uw2 r2 U2 Rw2<br />
|sign=(U') R' U R' U' R' U' R' U R U' u2 2R2 u2 2R2 U2 r2<br />
|length=(21,16)|name=SP04<br />
|wide=N|author=Stefan Pochmann<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Do the correct algorithm out of the 9, and you're done!<br />
== Example solve ==<br />
Scramble: R Uw B' Uw' Rw' B2 Uw2 B' Uw' L2 D' Fw' B F2 Uw' B2 F' U2 F D' Uw2 R' Rw L2 Fw B' Rw' U' L2 Rw' B' U D Uw R' F' Rw2 F2 B' Uw'<br />
<br />
z//inspection<br />
<br />
D U Rw' F' U2 Rw2 U Rw Uw2 U' y Rw U2 Rw'//F2C, L&R colours<br />
<br />
z F R U Rw U Rw' L' F//Pseudo cross<br />
<br />
L2 3Rw' U' 3Rw2 U Rw U' Rw2 3Rw U 3Rw2 U Rw U' Rw' 3Rw2 Rw2 U2 Rw2 U' 3Rw' Rw U Rw' Lw' L U2 Rw// L4C<br />
<br />
z' y' Uw2 R' U' R Uw2 F2//Solve pseudo cross<br />
<br />
Uw' F' U F L' U2 L y2 Uw2 U F U' F' Uw' y R U R' Uw' R U2 R' Uw//Pair edges<br />
<br />
z R2 L2 D L2//Solve line<br />
<br />
y L F L' y' R2 U Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'//Edge orientation<br />
<br />
R' U R U L U L' R' U' R' U2 R' U R' U2 R U2 R' U R L' U' L//ZZ F2L<br />
<br />
U R' U L U' R U L'//COLL<br />
<br />
Rw2 F2 U2 Rw2 R2 U2 F2 Rw2 U2 //EPLL+Parity<br />
[https://alg.cubing.net/?puzzle=4x4x4&setup=R_Uw_B-_Uw-_Rw-_B2_Uw2_B-_Uw-_L2_D-_Fw-_B_F2_Uw-_B2_F-_U2_F_D-_Uw2_R-_Rw_L2_Fw_B-_Rw-_U-_L2_Rw-_B-_U_D_Uw_R-_F-_Rw2_F2_B-_Uw-&alg=z%2F%2Finspection%0AD_U_Rw-_F-_U2_Rw2_U_Rw_Uw2_U-_y_Rw_U2_Rw-%2F%2FF2C,_L%26R_colours%0Az_F_R_U_Rw_U_Rw-_L-_F%2F%2FPseudo_cross%0AL2_3Rw-_U-_3Rw2_U_Rw_U-_Rw2_3Rw_U_3Rw2_U_Rw_U-_Rw-_3Rw2_Rw2_U2_Rw2_U-_3Rw-_Rw_U_Rw-_Lw-_L_U2_Rw%2F%2F_L4C%0Az-_y-_Uw2_R-_U-_R_Uw2_F2%2F%2FSolve_pseudo_cross%0AUw-_F-_U_F_L-_U2_L_y2_Uw2_U_F_U-_F-_Uw-_y_R_U_R-_Uw-_R_U2_R-_Uw%2F%2FPair_edges%0Az_R2_L2_D_L2%2F%2FSolve_line%0Ay_L_F_L-_y-_R2_U_Rw_U2_Rw2_U-_Rw-_U2_Rw_U2_Rw-_U_Rw2_U2_Rw2_U_R2_U-_Rw-%2F%2FEdge_orientation%0AR-_U_R_U_L_U_L-_R-_U-_R-_U2_R-_U_R-_U2_R_U2_R-_U_R_L-_U-_L%2F%2FZZ_F2L%0AU_R-_U_L_U-_R_U_L-%2F%2FCOLL%0ARw2_F2_U2_Rw2_R2_U2_F2_Rw2_U2_%2F%2FEPLL%26%232b%3BParity]<br />
<br />
142 moves with double parity.<br />
<br />
== Advantages and Disadvantages ==<br />
<br />
Advantages:<br />
*Gives a ZZ finish for a similar movecount to Yau, with all of the advantages Yau has.<br />
*Better ways to deal with parity. The number of algs used in a solve with double parity is one less than with standard Yau with double parity, and PLL parity recognition is easier due to corners being solved.<br />
*The EO recognition is suitable for doing mid-solve, unlike with standard ZZ.<br />
*Due to the freedom of having a wider selection of edges for pseudo cross, it is more efficient than yau cross.<br />
<br />
Disadvantages:<br />
*Pseudo cross is more abstract than Yau cross, and therefore could be potentially slower as the recognition is harder.<br />
*More steps to do after reduction is done (2: line and EO).<br />
*Fewer pieces are directly solved in pseudo cross and EO compared to Yau and [[Hoya]] and [[Meyer]].<br />
<br />
<br />
== See also ==<br />
*[[ZZ]]<br />
*[[Z4]]<br />
*[[NS4]]<br />
*[[Petrus]]<br />
*[[Mehtad]]<br />
<br />
== External links ==<br />
*Lars Petrus' EO tutorial: https://lar5.com/cube/fas3.html<br />
*ZZ text tutorial (Conrad Rider): http://cube.crider.co.uk/zz.php<br />
*ZZ video tutorial (Phil Yu): https://www.youtube.com/watch?v=Q9f-uHyHeQs&list=PLD9771CF83F13B110<br />
*Original proposal thread: https://www.speedsolving.com/forum/threads/4z4-a-new-4x4-method-for-zz-users.70473/</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=4Z4&diff=385144Z42018-10-20T12:38:03Z<p>Papasmurf: </p>
<hr />
<div>{{Method Infobox<br />
|name=4Z4<br />
|image=Z4.gif<br />
|proposers= [[Joseph Tudor]]<br />
|year=2017<br />
|anames=<br />
|variants=<br />
|steps= 10<br />
|moves= 135?<br />
|algs= 52 (1 OLL parity, 42 COLL, 9 EPLL+parity)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Big Cubes]]<br />
}}<br />
The '''4Z4''' method is a 4x4 speedsolving method for [[ZZ method]] solvers. It starts off with a redux stage very similar to the [[Yau method]]'s, but it ends with a ZZ finish, giving the preferable method for ZZ solvers while retaining the advantages that Yau has. It is a definite improvement over other ZZ based 4x4 methods such as [[Z4]] and [[NS4]] due to a lower movecount and better ergonomics. It is also quite similar to the [[Mehtad]] method, although the way eo is done is more simple and has better recognition and the way to make the line is more simple.<br />
<br />
Currently, there are no notable solvers with 4Z4 as it is quite a new method, as well as there being very few ZZ solvers who are fast at 4x4.<br />
<br />
<br />
== Steps ==<br />
<br />
# Solve 2 opposite centres. These will be your L and R colours that you use for ZZ on 3x3.<br />
# Solve 3 pseudo cross edges on L. (These have to meet a specific requirement and will be explained later.)<br />
# Solve last 4 centres<br />
# Solve final pseudo cross edge<br />
# Pair last 8 edges using 3-2-3 edge pairing or your preferred edge pairing technique<br />
# Solve line. You do this by positioning the line edge that isn't in the pseudo cross in DR, and using an L move to place the other one at DL. You then do a D/D' to solve the line, then undo the Lm ove to position the pseudo cross in DL.<br />
# Solve edge orientation and do OLL parity<br />
# ZZ F2L<br />
# [[COLL]]<br />
# EPLL+Parity<br />
<br />
== The Pseudo Cross ==<br />
<br />
The pseudo cross needs to have these specific edges:<br />
*1 line edge<br />
*The left cross edge (and should match with your left centre)<br />
*2 edges that don't meet the other requirements (any E slice edge, any U layer edge and the opposite cross edge)<br />
<br />
It is generally considered better if you solve the line edge and the cross edge in the same relationship to each other every time (for example, opposite). Also, you don't technically have to solve the cross edge, but it limits the amount of L2 moves you have to do later on.<br />
<br />
== Edge Orientation ==<br />
<br />
The way you do edge orientation is identical to the way in Petrus, just you need to stretch the definition of a bad edge to any edge. You hold the cube so that the line and pseudo cross are in BD (which means tha your L/R colours are on F/B).<br />
<br />
There are 2 types of edges:<br />
*E slice<br />
*U/D layer<br />
<br />
If an E slice edge is in E, and the colour on F is opposite or the same as the centre colour, it is good. If it is not, it is bad.<br />
The inverse is true if the edge is on U/D. If the colour on U/D is opposite or the same to the colour of the centre on F, it is bad. If not, it is good.<br />
<br />
For a U/D edge, if the U/D colour is the same/opposite as the U/D centre and is on U/D it's good. If the U/D colour isn't matching to the F centre, it is good, but if it is, it's bad.<br />
<br />
You use R/L to flip edges, U/F to replace them, then undo the flip.<br />
<br />
The parity algorithm flips one edge and doesn't preserve F2L. You hold the edge in UF and with the line in the normal position, so you essentially orientate as many edges in petrus style as possible, then rotate to put your line in the normal position, do parity, then continue. This is the algorithm: Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'<br />
<br />
NB. If you are good at [[LEOR]], the line and EO step can be merged into one.<br />
== Last Layer ==<br />
<br />
For the last layer, you can use the same [[COLL]] algs as on 3x3, as you don't need to worry about orientation parity due to it being solved already.<br />
<br />
After COLL, you have EPLL+parity. There are the 4 normal [[EPLL]] cases (H-perm, Ua-perm, Ub-perm, Z-perm), plus the additional opposite swap, adjacent swap, Oa, Ob and W permutations.<br />
<br />
Opposite swap<br />
[[Image:Opppllparity.png|110px|]]<br />
{{Alg5|wca=r2 U2 r2 Uw2 r2 u2<br />
|sign=2R2 U2 2R2 u2 2R2 2U2<br />
|length=(12,6)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(Rw2 F2 U2) r2 (U2 F2 Rw2)<br />
|sign=(r2 F2 U2) 2R2 (U2 F2 r2)<br />
|length=(14,7)|name=|wide=N|author=Stefan Pochmann<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
<br />
Adjacent swap<br />
[[Image:Oadjpllparity.png|110px|]]<br />
{{Alg5|wca=(R U R' U') r2 U2 r2 Uw2 r2 Uw2 (U' R U' R')<br />
|sign=(R U R' U') 2R2 U2 2R2 u2 2R2 u2 (U' R U' R')<br />
|length=(20,14)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(R U R' U') (Rw2 F2 U2) r2 (U2 F2 Rw2) (U R U' R')<br />
|sign=(R U R' U') (r2 F2 U2) 2R2 (U2 F2 r2) (U R U' R')<br />
|length=(22,15)|name=|wide=N|author=Stefan Pochmann<br />
|url=<br />
}}<br />
<br />
Oa Permutation<br />
[[Image:Circ4cyccw.png|110px|]]<br />
{{Alg5|wca=M2 U M2 U M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U M2 U M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Ob Permutation<br />
[[Image:Circ4cy.png|110px|]]<br />
{{Alg5|wca=M2 U' M2 U' M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U' M2 U' M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
W permutation<br />
[[Image:Zigzag4cycdedges.png|110px|]]<br />
{{Alg5|wca=(U') R' U R' U' R' U' R' U R U' Uw2 r2 Uw2 r2 U2 Rw2<br />
|sign=(U') R' U R' U' R' U' R' U R U' u2 2R2 u2 2R2 U2 r2<br />
|length=(21,16)|name=SP04<br />
|wide=N|author=Stefan Pochmann<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Do the correct algorithm out of the 9, and you're done!<br />
== Example solve ==<br />
Scramble: R Uw B' Uw' Rw' B2 Uw2 B' Uw' L2 D' Fw' B F2 Uw' B2 F' U2 F D' Uw2 R' Rw L2 Fw B' Rw' U' L2 Rw' B' U D Uw R' F' Rw2 F2 B' Uw'<br />
<br />
z//inspection<br />
<br />
D U Rw' F' U2 Rw2 U Rw Uw2 U' y Rw U2 Rw'//F2C, L&R colours<br />
<br />
z F R U Rw U Rw' L' F//Pseudo cross<br />
<br />
L2 3Rw' U' 3Rw2 U Rw U' Rw2 3Rw U 3Rw2 U Rw U' Rw' 3Rw2 Rw2 U2 Rw2 U' 3Rw' Rw U Rw' Lw' L U2 Rw// L4C<br />
<br />
z' y' Uw2 R' U' R Uw2 F2//Solve pseudo cross<br />
<br />
Uw' F' U F L' U2 L y2 Uw2 U F U' F' Uw' y R U R' Uw' R U2 R' Uw//Pair edges<br />
<br />
z R2 L2 D L2//Solve line<br />
<br />
y L F L' y' R2 U Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'//Edge orientation<br />
<br />
R' U R U L U L' R' U' R' U2 R' U R' U2 R U2 R' U R L' U' L//ZZ F2L<br />
<br />
U R' U L U' R U L'//COLL<br />
<br />
Rw2 F2 U2 Rw2 R2 U2 F2 Rw2 U2 //EPLL+Parity<br />
[https://alg.cubing.net/?puzzle=4x4x4&setup=R_Uw_B-_Uw-_Rw-_B2_Uw2_B-_Uw-_L2_D-_Fw-_B_F2_Uw-_B2_F-_U2_F_D-_Uw2_R-_Rw_L2_Fw_B-_Rw-_U-_L2_Rw-_B-_U_D_Uw_R-_F-_Rw2_F2_B-_Uw-&alg=z%2F%2Finspection%0AD_U_Rw-_F-_U2_Rw2_U_Rw_Uw2_U-_y_Rw_U2_Rw-%2F%2FF2C,_L%26R_colours%0Az_F_R_U_Rw_U_Rw-_L-_F%2F%2FPseudo_cross%0AL2_3Rw-_U-_3Rw2_U_Rw_U-_Rw2_3Rw_U_3Rw2_U_Rw_U-_Rw-_3Rw2_Rw2_U2_Rw2_U-_3Rw-_Rw_U_Rw-_Lw-_L_U2_Rw%2F%2F_L4C%0Az-_y-_Uw2_R-_U-_R_Uw2_F2%2F%2FSolve_pseudo_cross%0AUw-_F-_U_F_L-_U2_L_y2_Uw2_U_F_U-_F-_Uw-_y_R_U_R-_Uw-_R_U2_R-_Uw%2F%2FPair_edges%0Az_R2_L2_D_L2%2F%2FSolve_line%0Ay_L_F_L-_y-_R2_U_Rw_U2_Rw2_U-_Rw-_U2_Rw_U2_Rw-_U_Rw2_U2_Rw2_U_R2_U-_Rw-%2F%2FEdge_orientation%0AR-_U_R_U_L_U_L-_R-_U-_R-_U2_R-_U_R-_U2_R_U2_R-_U_R_L-_U-_L%2F%2FZZ_F2L%0AU_R-_U_L_U-_R_U_L-%2F%2FCOLL%0ARw2_F2_U2_Rw2_R2_U2_F2_Rw2_U2_%2F%2FEPLL%26%232b%3BParity]<br />
<br />
142 moves with double parity.<br />
<br />
== Advantages and Disadvantages ==<br />
<br />
Advantages:<br />
*Gives a ZZ finish for a similar movecount to Yau, with all of the advantages Yau has.<br />
*Better ways to deal with parity. The number of algs used in a solve with double parity is one less than with standard Yau with double parity, and PLL parity recognition is easier due to corners being solved.<br />
*The EO recognition is suitable for doing mid-solve, unlike with standard ZZ.<br />
*Due to the freedom of having a wider selection of edges for pseudo cross, it is more efficient than yau cross.<br />
<br />
Disadvantages:<br />
*Pseudo cross is more abstract than Yau cross, and therefore could be potentially slower as the recognition is harder.<br />
*More steps to do after reduction is done (2: line and EO).<br />
*Fewer pieces are directly solved in pseudo cross and EO compared to Yau and [[Hoya]] and [[Meyer]].<br />
<br />
<br />
== See also ==<br />
*[[ZZ]]<br />
*[[Z4]]<br />
*[[NS4]]<br />
*[[Petrus]]<br />
*[[Mehtad]]<br />
<br />
== External links ==<br />
*Lars Petrus' EO tutorial: https://lar5.com/cube/fas3.html<br />
*ZZ text tutorial (Conrad Rider): http://cube.crider.co.uk/zz.php<br />
*ZZ video tutorial (Phil Yu): https://www.youtube.com/watch?v=Q9f-uHyHeQs&list=PLD9771CF83F13B110</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=4Z4&diff=385134Z42018-10-20T12:34:53Z<p>Papasmurf: /* See also */</p>
<hr />
<div>{{Method Infobox<br />
|name=4Z4<br />
|image=Z4.gif<br />
|proposers= [[Joseph Tudor]]<br />
|year=2017<br />
|anames=<br />
|variants=<br />
|steps= 10<br />
|moves= 135?<br />
|algs= 52 (1 OLL parity, 42 COLL, 9 EPLL+parity)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Big Cubes]]<br />
}}<br />
The '''4Z4''' method is a 4x4 speedsolving method for [[ZZ method]] solvers. It starts off with a redux stage very similar to the [[Yau method]]'s, but it ends with a ZZ finish, giving the preferable method for ZZ solvers while retaining the advantages that Yau has. It is a definite improvement over other ZZ based 4x4 methods such as [[Z4]] and [[NS4]] due to a lower movecount and better ergonomics.<br />
<br />
Currently, there are no notable solvers with 4Z4 as it is quite a new method, as well as there being very few ZZ solvers who are fast at 4x4.<br />
<br />
<br />
== Steps ==<br />
<br />
# Solve 2 opposite centres. These will be your L and R colours that you use for ZZ on 3x3.<br />
# Solve 3 pseudo cross edges on L. (These have to meet a specific requirement and will be explained later.)<br />
# Solve last 4 centres<br />
# Solve final pseudo cross edge<br />
# Pair last 8 edges using 3-2-3 edge pairing or your preferred edge pairing technique<br />
# Solve line. You do this by positioning the line edge that isn't in the pseudo cross in DR, and using an L move to place the other one at DL. You then do a D/D' to solve the line, then undo the Lm ove to position the pseudo cross in DL.<br />
# Solve edge orientation and do OLL parity<br />
# ZZ F2L<br />
# [[COLL]]<br />
# EPLL+Parity<br />
<br />
== The Pseudo Cross ==<br />
<br />
The pseudo cross needs to have these specific edges:<br />
*1 line edge<br />
*The left cross edge (and should match with your left centre)<br />
*2 edges that don't meet the other requirements (any E slice edge, any U layer edge and the opposite cross edge)<br />
<br />
It is generally considered better if you solve the line edge and the cross edge in the same relationship to each other every time (for example, opposite). Also, you don't technically have to solve the cross edge, but it limits the amount of L2 moves you have to do later on.<br />
<br />
== Edge Orientation ==<br />
<br />
The way you do edge orientation is identical to the way in Petrus, just you need to stretch the definition of a bad edge to any edge. You hold the cube so that the line and pseudo cross are in BD (which means tha your L/R colours are on F/B).<br />
<br />
There are 2 types of edges:<br />
*E slice<br />
*U/D layer<br />
<br />
If an E slice edge is in E, and the colour on F is opposite or the same as the centre colour, it is good. If it is not, it is bad.<br />
The inverse is true if the edge is on U/D. If the colour on U/D is opposite or the same to the colour of the centre on F, it is bad. If not, it is good.<br />
<br />
For a U/D edge, if the U/D colour is the same/opposite as the U/D centre and is on U/D it's good. If the U/D colour isn't matching to the F centre, it is good, but if it is, it's bad.<br />
<br />
You use R/L to flip edges, U/F to replace them, then undo the flip.<br />
<br />
The parity algorithm flips one edge and doesn't preserve F2L. You hold the edge in UF and with the line in the normal position, so you essentially orientate as many edges in petrus style as possible, then rotate to put your line in the normal position, do parity, then continue. This is the algorithm: Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'<br />
<br />
NB. If you are good at [[LEOR]], the line and EO step can be merged into one.<br />
== Last Layer ==<br />
<br />
For the last layer, you can use the same [[COLL]] algs as on 3x3, as you don't need to worry about orientation parity due to it being solved already.<br />
<br />
After COLL, you have EPLL+parity. There are the 4 normal [[EPLL]] cases (H-perm, Ua-perm, Ub-perm, Z-perm), plus the additional opposite swap, adjacent swap, Oa, Ob and W permutations.<br />
<br />
Opposite swap<br />
[[Image:Opppllparity.png|110px|]]<br />
{{Alg5|wca=r2 U2 r2 Uw2 r2 u2<br />
|sign=2R2 U2 2R2 u2 2R2 2U2<br />
|length=(12,6)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(Rw2 F2 U2) r2 (U2 F2 Rw2)<br />
|sign=(r2 F2 U2) 2R2 (U2 F2 r2)<br />
|length=(14,7)|name=|wide=N|author=Stefan Pochmann<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
<br />
Adjacent swap<br />
[[Image:Oadjpllparity.png|110px|]]<br />
{{Alg5|wca=(R U R' U') r2 U2 r2 Uw2 r2 Uw2 (U' R U' R')<br />
|sign=(R U R' U') 2R2 U2 2R2 u2 2R2 u2 (U' R U' R')<br />
|length=(20,14)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(R U R' U') (Rw2 F2 U2) r2 (U2 F2 Rw2) (U R U' R')<br />
|sign=(R U R' U') (r2 F2 U2) 2R2 (U2 F2 r2) (U R U' R')<br />
|length=(22,15)|name=|wide=N|author=Stefan Pochmann<br />
|url=<br />
}}<br />
<br />
Oa Permutation<br />
[[Image:Circ4cyccw.png|110px|]]<br />
{{Alg5|wca=M2 U M2 U M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U M2 U M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Ob Permutation<br />
[[Image:Circ4cy.png|110px|]]<br />
{{Alg5|wca=M2 U' M2 U' M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U' M2 U' M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
W permutation<br />
[[Image:Zigzag4cycdedges.png|110px|]]<br />
{{Alg5|wca=(U') R' U R' U' R' U' R' U R U' Uw2 r2 Uw2 r2 U2 Rw2<br />
|sign=(U') R' U R' U' R' U' R' U R U' u2 2R2 u2 2R2 U2 r2<br />
|length=(21,16)|name=SP04<br />
|wide=N|author=Stefan Pochmann<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Do the correct algorithm out of the 9, and you're done!<br />
== Example solve ==<br />
Scramble: R Uw B' Uw' Rw' B2 Uw2 B' Uw' L2 D' Fw' B F2 Uw' B2 F' U2 F D' Uw2 R' Rw L2 Fw B' Rw' U' L2 Rw' B' U D Uw R' F' Rw2 F2 B' Uw'<br />
<br />
z//inspection<br />
<br />
D U Rw' F' U2 Rw2 U Rw Uw2 U' y Rw U2 Rw'//F2C, L&R colours<br />
<br />
z F R U Rw U Rw' L' F//Pseudo cross<br />
<br />
L2 3Rw' U' 3Rw2 U Rw U' Rw2 3Rw U 3Rw2 U Rw U' Rw' 3Rw2 Rw2 U2 Rw2 U' 3Rw' Rw U Rw' Lw' L U2 Rw// L4C<br />
<br />
z' y' Uw2 R' U' R Uw2 F2//Solve pseudo cross<br />
<br />
Uw' F' U F L' U2 L y2 Uw2 U F U' F' Uw' y R U R' Uw' R U2 R' Uw//Pair edges<br />
<br />
z R2 L2 D L2//Solve line<br />
<br />
y L F L' y' R2 U Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'//Edge orientation<br />
<br />
R' U R U L U L' R' U' R' U2 R' U R' U2 R U2 R' U R L' U' L//ZZ F2L<br />
<br />
U R' U L U' R U L'//COLL<br />
<br />
Rw2 F2 U2 Rw2 R2 U2 F2 Rw2 U2 //EPLL+Parity<br />
[https://alg.cubing.net/?puzzle=4x4x4&setup=R_Uw_B-_Uw-_Rw-_B2_Uw2_B-_Uw-_L2_D-_Fw-_B_F2_Uw-_B2_F-_U2_F_D-_Uw2_R-_Rw_L2_Fw_B-_Rw-_U-_L2_Rw-_B-_U_D_Uw_R-_F-_Rw2_F2_B-_Uw-&alg=z%2F%2Finspection%0AD_U_Rw-_F-_U2_Rw2_U_Rw_Uw2_U-_y_Rw_U2_Rw-%2F%2FF2C,_L%26R_colours%0Az_F_R_U_Rw_U_Rw-_L-_F%2F%2FPseudo_cross%0AL2_3Rw-_U-_3Rw2_U_Rw_U-_Rw2_3Rw_U_3Rw2_U_Rw_U-_Rw-_3Rw2_Rw2_U2_Rw2_U-_3Rw-_Rw_U_Rw-_Lw-_L_U2_Rw%2F%2F_L4C%0Az-_y-_Uw2_R-_U-_R_Uw2_F2%2F%2FSolve_pseudo_cross%0AUw-_F-_U_F_L-_U2_L_y2_Uw2_U_F_U-_F-_Uw-_y_R_U_R-_Uw-_R_U2_R-_Uw%2F%2FPair_edges%0Az_R2_L2_D_L2%2F%2FSolve_line%0Ay_L_F_L-_y-_R2_U_Rw_U2_Rw2_U-_Rw-_U2_Rw_U2_Rw-_U_Rw2_U2_Rw2_U_R2_U-_Rw-%2F%2FEdge_orientation%0AR-_U_R_U_L_U_L-_R-_U-_R-_U2_R-_U_R-_U2_R_U2_R-_U_R_L-_U-_L%2F%2FZZ_F2L%0AU_R-_U_L_U-_R_U_L-%2F%2FCOLL%0ARw2_F2_U2_Rw2_R2_U2_F2_Rw2_U2_%2F%2FEPLL%26%232b%3BParity]<br />
<br />
142 moves with double parity.<br />
<br />
== Advantages and Disadvantages ==<br />
<br />
Advantages:<br />
*Gives a ZZ finish for a similar movecount to Yau, with all of the advantages Yau has.<br />
*Better ways to deal with parity. The number of algs used in a solve with double parity is one less than with standard Yau with double parity, and PLL parity recognition is easier due to corners being solved.<br />
*The EO recognition is suitable for doing mid-solve, unlike with standard ZZ.<br />
*Due to the freedom of having a wider selection of edges for pseudo cross, it is more efficient than yau cross.<br />
<br />
Disadvantages:<br />
*Pseudo cross is more abstract than Yau cross, and therefore could be potentially slower as the recognition is harder.<br />
*More steps to do after reduction is done (2: line and EO).<br />
*Fewer pieces are directly solved in pseudo cross and EO compared to Yau and [[Hoya]] and [[Meyer]].<br />
<br />
<br />
== See also ==<br />
*[[ZZ]]<br />
*[[Z4]]<br />
*[[NS4]]<br />
*[[Petrus]]<br />
*[[Mehtad]]<br />
<br />
== External links ==<br />
*Lars Petrus' EO tutorial: https://lar5.com/cube/fas3.html<br />
*ZZ text tutorial (Conrad Rider): http://cube.crider.co.uk/zz.php<br />
*ZZ video tutorial (Phil Yu): https://www.youtube.com/watch?v=Q9f-uHyHeQs&list=PLD9771CF83F13B110</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=Mehtad&diff=38512Mehtad2018-10-20T12:34:30Z<p>Papasmurf: </p>
<hr />
<div>{{Method Infobox<br />
|name=Mehtad<br />
|proposers=[[Yash Mehta]]<br />
|year= 2018<br />
|steps= 7<br />
|moves= Unknown<br />
|algs= 6 - 26<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
<br />
The '''Mehtad''' is a 4x4 speedsolving method proposed by [[Yash Mehta]]. It is one of the first feasible methods to solve a 4x4 using the ZZ method (along with 4Z4), because the edges are oriented and the line (in fact 3 of 4 cross pieces) are already solved. It builds upon the ideas of the [[Yau Method]] and the first three steps of the solve are in fact identical to Yau.<br />
<br />
Some commonly used techniques compatible with the Mehtad method include:<br />
* Solving 3 half centers out of the 4 last centers before fully solving them in order to increase fingertrickability for the remainder of the last 4 centers step. With the half centers technique, the solver can finish off the centers without destroying the partial cross by using only Rw and U moves rather than 3Rw, Rw, 2L, and U moves, essentially making the remainder of this step [[2gen]].<br />
* Pairing edges using EO [[6-2]] edge pairing, also called the ‘’’Pairing Mehtad’’’. Basically, right after the last 4 centers are solved, solve one more edge piece using no specific technique and put it in the bottom, then pair up 3 edge pairs at once by slicing one way, followed by 3 edge pairs while restoring the slice. In Mehtad, however, there will be some extra moves while inserting the second set of 3 edges. The last 2 edge pairs are solved using an algorithm, while orienting the final few unoriented edges.<br />
<br />
== Overview ==<br />
# Solve 2 opposite [[center]]s .<br />
# Solve 3 of the cross [[dedge]]s, called the sesqui-line.<br />
# Solve the remaining 4 centers, maintaining the partial [[cross]] or the sesqui-line by keeping it on the left side and using only Rw, 3Rw, 2L, and U moves.<br />
# Pair up the one [[dedge]] without messing up the sesqui-line and insert it in the correct orientation on the bottom of the cube<br />
# Solve 6 edges at once using an advanced version of 6-2 pairing, or any other method that orients at least 3 of the 6 edges thus formed.<br />
# Solve the final two edges with one algorithm, and orient the few remaining edges.<br />
# Solve [[F2L]] + [[LL]] (3x3) and [[PLL Parity]].<br />
<br />
==The Steps==<br />
* '''First 2 Centres:''' Two opposite centres are made on the 4x4. These centres must be the ones preferred to be the top and the bottom colours during the 3x3 stage.<br />
* '''Sesqui-Line:''' Three of the bottom colour edges are to be formed using the freedom of 4 unmade centres. The pair of opposite edges will form the line. It is not mandatory that the third edge is a bottom colour edge, but doing the bottom colour edge has its own benefits in the 3x3 stage, and also doesn’t hamper recognition.<br />
* '''Last 4 Centres:''' The final 4 centers are solved, maintaining the partial [[cross]] or the sesqui-line by keeping it on the left side and using only Rw, 3Rw, 2L, and U moves. Techniques like half centres may be used to aid this step. All the steps thus far are identical to Yau.<br />
* '''Edge 4:''' One random edge is solved with no specific method, and placed in the bottom in the orientation (i.e. is the edge is solved in FR and the ‘empty’ piece on the bottom is in DF, the edge may be inserted using F’ if it is unoriented, and D R’ if it is oriented).<br />
* '''Pairing Mehtad:''' Now 6 edges are paired at once using the ‘Pairing Mehtad’. With the desirable orientation (the orientation you solve ZZ in), the pair of the FLu dedge is put in FRd, and this is followed by a Uw3. Again, the pair of the FLu dedge is put in FRd, and this is followed by a Uw3. For the third time, the pair of the FLu dedge is put in FRd. This is followed by a Uw’ slice pairing 3 edges. Note that you are a y2 away from your desired orientation, and the edge orientation recognition should be just as easy since we have the same rules. For the restoration of the slice, the three new edges will be replaced by the relevant edges to be formed, and the edges removed will be oriented correctly. For an unpaired dedge in UF to be inserted in FR, depending on the orientation of the FR edge and the way the UF edge has to be inserted, one of (R U R’), (U’ F’ U F), (F R’ F’ R)* or (U’ R’ F R F’)* will be used. [The starred algorithms also affect the UR or UL edges’ orientation respectively, hence ensure there is no paired edge in this position.] This should be done while inserting the FR edge, the FL edge (using mirrored algs), followed by a (Uw3)x2, and the now-FR slot. When followed by a Uw, this restores the edges, ensures 3 oriented paired edges on the top layer, and 3 paired edges on the E slice.<br />
* '''EO-L2E:''' With 4 unoriented paired edges in the bottom and 3 in the top; we have 2 unpaired edges in FL and on top, and 3 paired edges with unknown orientation in the E slice. The 3 orientations are check while or right after restoring the slice, and it is determined whether the number is odd or even. The top layer unpaired edge is brought in UR and bottom layer ‘Empty’ edge is put in DL, and with L’ U, the two unpaired edges are brought to the top. Now, depending on the relative position of the two unpaired edges (opposite dedge exchange or adjacent dedge exchange) and the parity of number of unoriented edges (odd or even, 0/2 or 1/3), the final edges are solved using one of 4 algorithms, that both pairs the remaining dedges and misorients exactly one of the two newly formed paired edges in case of an odd parity, to have an even number of misoriented edges. Now, there can only be 0, 2 or 4 misoriented edges, and all of the must be in DL, FR, BR or UF. These edges are oriented in a few moves. An advanced solver can learn ~20 algorithms to simultaneously pair the dedges and orient all misoriented edges at once in one algorithm. In the case that all edges are paired before reaching this step, if we do not have a parity, we will still have less than or equal to 4 misoriented edges. However, in case of a parity, where we may have 1/3/5 unpaired edges, we will need an OLL parity algorithm to deal with this rare case. The OLL parity algorithm will be much shorter since F2L doesn’t have to be preserved. An advanced solver can learn ~8 algorithms to orient all edges at once. Due to small number of edges to orient, relatively low number of algorithms and enough time during the previous step to look-ahead to this step, this step should have low to none recognition time, and good execution speed due to the algorithmic approach.<br />
* '''ZZ-3x3:''' With all edges oriented and a sesqui-line already formed, the ZZ approach may be followed to make up for any lag caused in the edge pairing compared to the Yau method. After ZZF2L which is faster than the traditional F2L, one will obtain an LL with all edges oriented and no OLL parity. One other particular strength this offers is with the COLL/EPLL alg set to solve the last layer, the PLL parity can be incorporated in the EPLL step itself, only increasing the number of algorithms from 4 to 9, and in the new ones, the move set will still be <R, U, r, u> which is quite comfortable to do. This gives a 2 look LL, instead of the occasional 4-look set in Yau.<br />
<br />
== Pros ==<br />
* EO and sesqui-line is already done when you start the 3x3 step.<br />
* Always get an OLL skip.<br />
* Certain LL alg sets like COLL/EPLL work especially well with this method.<br />
<br />
== Cons ==<br />
* It can be hard to find the first 3 [[dedge|cross edges|EO edges]].<br />
* Removing paired dedges in edge pairing involves pre-framed moves.<br />
* Centers are a little bit harder. <br />
<br />
== Walkthrough solves ==<br />
Coming soon.<br />
<br />
== See Also ==<br />
* [[Yau5]]<br />
* [[Reduction]]<br />
* [[Hoya]]<br />
* [[ZZ method]]<br />
* [[4Z4]]<br />
<br />
[[Category:4x4x4 methods]]<br />
[[Category:Big Cube methods]]</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=Mehtad&diff=38511Mehtad2018-10-20T12:33:28Z<p>Papasmurf: /* See Also */</p>
<hr />
<div>{{Method Infobox<br />
|name=Mehtad<br />
|proposers=[[Yash Mehta]]<br />
|year= 2018<br />
|steps= 7<br />
|moves= Unknown<br />
|algs= 6 - 26<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
<br />
The '''Mehtad''' is a 4x4 speedsolving method proposed by [[Yash Mehta]]. It is one of the first feasible methods to solve a 4x4 using the ZZ method, because the edges are oriented and the line (in fact 3 of 4 cross pieces) are already solved. It builds upon the ideas of the [[Yau Method]] and the first three steps of the solve are in fact identical to Yau.<br />
<br />
Some commonly used techniques compatible with the Mehtad method include:<br />
* Solving 3 half centers out of the 4 last centers before fully solving them in order to increase fingertrickability for the remainder of the last 4 centers step. With the half centers technique, the solver can finish off the centers without destroying the partial cross by using only Rw and U moves rather than 3Rw, Rw, 2L, and U moves, essentially making the remainder of this step [[2gen]].<br />
* Pairing edges using EO [[6-2]] edge pairing, also called the ‘’’Pairing Mehtad’’’. Basically, right after the last 4 centers are solved, solve one more edge piece using no specific technique and put it in the bottom, then pair up 3 edge pairs at once by slicing one way, followed by 3 edge pairs while restoring the slice. In Mehtad, however, there will be some extra moves while inserting the second set of 3 edges. The last 2 edge pairs are solved using an algorithm, while orienting the final few unoriented edges.<br />
<br />
== Overview ==<br />
# Solve 2 opposite [[center]]s .<br />
# Solve 3 of the cross [[dedge]]s, called the sesqui-line.<br />
# Solve the remaining 4 centers, maintaining the partial [[cross]] or the sesqui-line by keeping it on the left side and using only Rw, 3Rw, 2L, and U moves.<br />
# Pair up the one [[dedge]] without messing up the sesqui-line and insert it in the correct orientation on the bottom of the cube<br />
# Solve 6 edges at once using an advanced version of 6-2 pairing, or any other method that orients at least 3 of the 6 edges thus formed.<br />
# Solve the final two edges with one algorithm, and orient the few remaining edges.<br />
# Solve [[F2L]] + [[LL]] (3x3) and [[PLL Parity]].<br />
<br />
==The Steps==<br />
* '''First 2 Centres:''' Two opposite centres are made on the 4x4. These centres must be the ones preferred to be the top and the bottom colours during the 3x3 stage.<br />
* '''Sesqui-Line:''' Three of the bottom colour edges are to be formed using the freedom of 4 unmade centres. The pair of opposite edges will form the line. It is not mandatory that the third edge is a bottom colour edge, but doing the bottom colour edge has its own benefits in the 3x3 stage, and also doesn’t hamper recognition.<br />
* '''Last 4 Centres:''' The final 4 centers are solved, maintaining the partial [[cross]] or the sesqui-line by keeping it on the left side and using only Rw, 3Rw, 2L, and U moves. Techniques like half centres may be used to aid this step. All the steps thus far are identical to Yau.<br />
* '''Edge 4:''' One random edge is solved with no specific method, and placed in the bottom in the orientation (i.e. is the edge is solved in FR and the ‘empty’ piece on the bottom is in DF, the edge may be inserted using F’ if it is unoriented, and D R’ if it is oriented).<br />
* '''Pairing Mehtad:''' Now 6 edges are paired at once using the ‘Pairing Mehtad’. With the desirable orientation (the orientation you solve ZZ in), the pair of the FLu dedge is put in FRd, and this is followed by a Uw3. Again, the pair of the FLu dedge is put in FRd, and this is followed by a Uw3. For the third time, the pair of the FLu dedge is put in FRd. This is followed by a Uw’ slice pairing 3 edges. Note that you are a y2 away from your desired orientation, and the edge orientation recognition should be just as easy since we have the same rules. For the restoration of the slice, the three new edges will be replaced by the relevant edges to be formed, and the edges removed will be oriented correctly. For an unpaired dedge in UF to be inserted in FR, depending on the orientation of the FR edge and the way the UF edge has to be inserted, one of (R U R’), (U’ F’ U F), (F R’ F’ R)* or (U’ R’ F R F’)* will be used. [The starred algorithms also affect the UR or UL edges’ orientation respectively, hence ensure there is no paired edge in this position.] This should be done while inserting the FR edge, the FL edge (using mirrored algs), followed by a (Uw3)x2, and the now-FR slot. When followed by a Uw, this restores the edges, ensures 3 oriented paired edges on the top layer, and 3 paired edges on the E slice.<br />
* '''EO-L2E:''' With 4 unoriented paired edges in the bottom and 3 in the top; we have 2 unpaired edges in FL and on top, and 3 paired edges with unknown orientation in the E slice. The 3 orientations are check while or right after restoring the slice, and it is determined whether the number is odd or even. The top layer unpaired edge is brought in UR and bottom layer ‘Empty’ edge is put in DL, and with L’ U, the two unpaired edges are brought to the top. Now, depending on the relative position of the two unpaired edges (opposite dedge exchange or adjacent dedge exchange) and the parity of number of unoriented edges (odd or even, 0/2 or 1/3), the final edges are solved using one of 4 algorithms, that both pairs the remaining dedges and misorients exactly one of the two newly formed paired edges in case of an odd parity, to have an even number of misoriented edges. Now, there can only be 0, 2 or 4 misoriented edges, and all of the must be in DL, FR, BR or UF. These edges are oriented in a few moves. An advanced solver can learn ~20 algorithms to simultaneously pair the dedges and orient all misoriented edges at once in one algorithm. In the case that all edges are paired before reaching this step, if we do not have a parity, we will still have less than or equal to 4 misoriented edges. However, in case of a parity, where we may have 1/3/5 unpaired edges, we will need an OLL parity algorithm to deal with this rare case. The OLL parity algorithm will be much shorter since F2L doesn’t have to be preserved. An advanced solver can learn ~8 algorithms to orient all edges at once. Due to small number of edges to orient, relatively low number of algorithms and enough time during the previous step to look-ahead to this step, this step should have low to none recognition time, and good execution speed due to the algorithmic approach.<br />
* '''ZZ-3x3:''' With all edges oriented and a sesqui-line already formed, the ZZ approach may be followed to make up for any lag caused in the edge pairing compared to the Yau method. After ZZF2L which is faster than the traditional F2L, one will obtain an LL with all edges oriented and no OLL parity. One other particular strength this offers is with the COLL/EPLL alg set to solve the last layer, the PLL parity can be incorporated in the EPLL step itself, only increasing the number of algorithms from 4 to 9, and in the new ones, the move set will still be <R, U, r, u> which is quite comfortable to do. This gives a 2 look LL, instead of the occasional 4-look set in Yau.<br />
<br />
== Pros ==<br />
* EO and sesqui-line is already done when you start the 3x3 step.<br />
* Always get an OLL skip.<br />
* Certain LL alg sets like COLL/EPLL work especially well with this method.<br />
<br />
== Cons ==<br />
* It can be hard to find the first 3 [[dedge|cross edges|EO edges]].<br />
* Removing paired dedges in edge pairing involves pre-framed moves.<br />
* Centers are a little bit harder. <br />
<br />
== Walkthrough solves ==<br />
Coming soon.<br />
<br />
== See Also ==<br />
* [[Yau5]]<br />
* [[Reduction]]<br />
* [[Hoya]]<br />
* [[ZZ method]]<br />
* [[4Z4]]<br />
<br />
[[Category:4x4x4 methods]]<br />
[[Category:Big Cube methods]]</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=4Z4&diff=385104Z42018-10-20T12:31:50Z<p>Papasmurf: /* External links */</p>
<hr />
<div>{{Method Infobox<br />
|name=4Z4<br />
|image=Z4.gif<br />
|proposers= [[Joseph Tudor]]<br />
|year=2017<br />
|anames=<br />
|variants=<br />
|steps= 10<br />
|moves= 135?<br />
|algs= 52 (1 OLL parity, 42 COLL, 9 EPLL+parity)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Big Cubes]]<br />
}}<br />
The '''4Z4''' method is a 4x4 speedsolving method for [[ZZ method]] solvers. It starts off with a redux stage very similar to the [[Yau method]]'s, but it ends with a ZZ finish, giving the preferable method for ZZ solvers while retaining the advantages that Yau has. It is a definite improvement over other ZZ based 4x4 methods such as [[Z4]] and [[NS4]] due to a lower movecount and better ergonomics.<br />
<br />
Currently, there are no notable solvers with 4Z4 as it is quite a new method, as well as there being very few ZZ solvers who are fast at 4x4.<br />
<br />
<br />
== Steps ==<br />
<br />
# Solve 2 opposite centres. These will be your L and R colours that you use for ZZ on 3x3.<br />
# Solve 3 pseudo cross edges on L. (These have to meet a specific requirement and will be explained later.)<br />
# Solve last 4 centres<br />
# Solve final pseudo cross edge<br />
# Pair last 8 edges using 3-2-3 edge pairing or your preferred edge pairing technique<br />
# Solve line. You do this by positioning the line edge that isn't in the pseudo cross in DR, and using an L move to place the other one at DL. You then do a D/D' to solve the line, then undo the Lm ove to position the pseudo cross in DL.<br />
# Solve edge orientation and do OLL parity<br />
# ZZ F2L<br />
# [[COLL]]<br />
# EPLL+Parity<br />
<br />
== The Pseudo Cross ==<br />
<br />
The pseudo cross needs to have these specific edges:<br />
*1 line edge<br />
*The left cross edge (and should match with your left centre)<br />
*2 edges that don't meet the other requirements (any E slice edge, any U layer edge and the opposite cross edge)<br />
<br />
It is generally considered better if you solve the line edge and the cross edge in the same relationship to each other every time (for example, opposite). Also, you don't technically have to solve the cross edge, but it limits the amount of L2 moves you have to do later on.<br />
<br />
== Edge Orientation ==<br />
<br />
The way you do edge orientation is identical to the way in Petrus, just you need to stretch the definition of a bad edge to any edge. You hold the cube so that the line and pseudo cross are in BD (which means tha your L/R colours are on F/B).<br />
<br />
There are 2 types of edges:<br />
*E slice<br />
*U/D layer<br />
<br />
If an E slice edge is in E, and the colour on F is opposite or the same as the centre colour, it is good. If it is not, it is bad.<br />
The inverse is true if the edge is on U/D. If the colour on U/D is opposite or the same to the colour of the centre on F, it is bad. If not, it is good.<br />
<br />
For a U/D edge, if the U/D colour is the same/opposite as the U/D centre and is on U/D it's good. If the U/D colour isn't matching to the F centre, it is good, but if it is, it's bad.<br />
<br />
You use R/L to flip edges, U/F to replace them, then undo the flip.<br />
<br />
The parity algorithm flips one edge and doesn't preserve F2L. You hold the edge in UF and with the line in the normal position, so you essentially orientate as many edges in petrus style as possible, then rotate to put your line in the normal position, do parity, then continue. This is the algorithm: Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'<br />
<br />
NB. If you are good at [[LEOR]], the line and EO step can be merged into one.<br />
== Last Layer ==<br />
<br />
For the last layer, you can use the same [[COLL]] algs as on 3x3, as you don't need to worry about orientation parity due to it being solved already.<br />
<br />
After COLL, you have EPLL+parity. There are the 4 normal [[EPLL]] cases (H-perm, Ua-perm, Ub-perm, Z-perm), plus the additional opposite swap, adjacent swap, Oa, Ob and W permutations.<br />
<br />
Opposite swap<br />
[[Image:Opppllparity.png|110px|]]<br />
{{Alg5|wca=r2 U2 r2 Uw2 r2 u2<br />
|sign=2R2 U2 2R2 u2 2R2 2U2<br />
|length=(12,6)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(Rw2 F2 U2) r2 (U2 F2 Rw2)<br />
|sign=(r2 F2 U2) 2R2 (U2 F2 r2)<br />
|length=(14,7)|name=|wide=N|author=Stefan Pochmann<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
<br />
Adjacent swap<br />
[[Image:Oadjpllparity.png|110px|]]<br />
{{Alg5|wca=(R U R' U') r2 U2 r2 Uw2 r2 Uw2 (U' R U' R')<br />
|sign=(R U R' U') 2R2 U2 2R2 u2 2R2 u2 (U' R U' R')<br />
|length=(20,14)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(R U R' U') (Rw2 F2 U2) r2 (U2 F2 Rw2) (U R U' R')<br />
|sign=(R U R' U') (r2 F2 U2) 2R2 (U2 F2 r2) (U R U' R')<br />
|length=(22,15)|name=|wide=N|author=Stefan Pochmann<br />
|url=<br />
}}<br />
<br />
Oa Permutation<br />
[[Image:Circ4cyccw.png|110px|]]<br />
{{Alg5|wca=M2 U M2 U M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U M2 U M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Ob Permutation<br />
[[Image:Circ4cy.png|110px|]]<br />
{{Alg5|wca=M2 U' M2 U' M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U' M2 U' M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
W permutation<br />
[[Image:Zigzag4cycdedges.png|110px|]]<br />
{{Alg5|wca=(U') R' U R' U' R' U' R' U R U' Uw2 r2 Uw2 r2 U2 Rw2<br />
|sign=(U') R' U R' U' R' U' R' U R U' u2 2R2 u2 2R2 U2 r2<br />
|length=(21,16)|name=SP04<br />
|wide=N|author=Stefan Pochmann<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Do the correct algorithm out of the 9, and you're done!<br />
== Example solve ==<br />
Scramble: R Uw B' Uw' Rw' B2 Uw2 B' Uw' L2 D' Fw' B F2 Uw' B2 F' U2 F D' Uw2 R' Rw L2 Fw B' Rw' U' L2 Rw' B' U D Uw R' F' Rw2 F2 B' Uw'<br />
<br />
z//inspection<br />
<br />
D U Rw' F' U2 Rw2 U Rw Uw2 U' y Rw U2 Rw'//F2C, L&R colours<br />
<br />
z F R U Rw U Rw' L' F//Pseudo cross<br />
<br />
L2 3Rw' U' 3Rw2 U Rw U' Rw2 3Rw U 3Rw2 U Rw U' Rw' 3Rw2 Rw2 U2 Rw2 U' 3Rw' Rw U Rw' Lw' L U2 Rw// L4C<br />
<br />
z' y' Uw2 R' U' R Uw2 F2//Solve pseudo cross<br />
<br />
Uw' F' U F L' U2 L y2 Uw2 U F U' F' Uw' y R U R' Uw' R U2 R' Uw//Pair edges<br />
<br />
z R2 L2 D L2//Solve line<br />
<br />
y L F L' y' R2 U Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'//Edge orientation<br />
<br />
R' U R U L U L' R' U' R' U2 R' U R' U2 R U2 R' U R L' U' L//ZZ F2L<br />
<br />
U R' U L U' R U L'//COLL<br />
<br />
Rw2 F2 U2 Rw2 R2 U2 F2 Rw2 U2 //EPLL+Parity<br />
[https://alg.cubing.net/?puzzle=4x4x4&setup=R_Uw_B-_Uw-_Rw-_B2_Uw2_B-_Uw-_L2_D-_Fw-_B_F2_Uw-_B2_F-_U2_F_D-_Uw2_R-_Rw_L2_Fw_B-_Rw-_U-_L2_Rw-_B-_U_D_Uw_R-_F-_Rw2_F2_B-_Uw-&alg=z%2F%2Finspection%0AD_U_Rw-_F-_U2_Rw2_U_Rw_Uw2_U-_y_Rw_U2_Rw-%2F%2FF2C,_L%26R_colours%0Az_F_R_U_Rw_U_Rw-_L-_F%2F%2FPseudo_cross%0AL2_3Rw-_U-_3Rw2_U_Rw_U-_Rw2_3Rw_U_3Rw2_U_Rw_U-_Rw-_3Rw2_Rw2_U2_Rw2_U-_3Rw-_Rw_U_Rw-_Lw-_L_U2_Rw%2F%2F_L4C%0Az-_y-_Uw2_R-_U-_R_Uw2_F2%2F%2FSolve_pseudo_cross%0AUw-_F-_U_F_L-_U2_L_y2_Uw2_U_F_U-_F-_Uw-_y_R_U_R-_Uw-_R_U2_R-_Uw%2F%2FPair_edges%0Az_R2_L2_D_L2%2F%2FSolve_line%0Ay_L_F_L-_y-_R2_U_Rw_U2_Rw2_U-_Rw-_U2_Rw_U2_Rw-_U_Rw2_U2_Rw2_U_R2_U-_Rw-%2F%2FEdge_orientation%0AR-_U_R_U_L_U_L-_R-_U-_R-_U2_R-_U_R-_U2_R_U2_R-_U_R_L-_U-_L%2F%2FZZ_F2L%0AU_R-_U_L_U-_R_U_L-%2F%2FCOLL%0ARw2_F2_U2_Rw2_R2_U2_F2_Rw2_U2_%2F%2FEPLL%26%232b%3BParity]<br />
<br />
142 moves with double parity.<br />
<br />
== Advantages and Disadvantages ==<br />
<br />
Advantages:<br />
*Gives a ZZ finish for a similar movecount to Yau, with all of the advantages Yau has.<br />
*Better ways to deal with parity. The number of algs used in a solve with double parity is one less than with standard Yau with double parity, and PLL parity recognition is easier due to corners being solved.<br />
*The EO recognition is suitable for doing mid-solve, unlike with standard ZZ.<br />
*Due to the freedom of having a wider selection of edges for pseudo cross, it is more efficient than yau cross.<br />
<br />
Disadvantages:<br />
*Pseudo cross is more abstract than Yau cross, and therefore could be potentially slower as the recognition is harder.<br />
*More steps to do after reduction is done (2: line and EO).<br />
*Fewer pieces are directly solved in pseudo cross and EO compared to Yau and [[Hoya]] and [[Meyer]].<br />
<br />
<br />
== See also ==<br />
*[[ZZ]]<br />
*[[Z4]]<br />
*[[NS4]]<br />
*[[Petrus]]<br />
<br />
== External links ==<br />
*Lars Petrus' EO tutorial: https://lar5.com/cube/fas3.html<br />
*ZZ text tutorial (Conrad Rider): http://cube.crider.co.uk/zz.php<br />
*ZZ video tutorial (Phil Yu): https://www.youtube.com/watch?v=Q9f-uHyHeQs&list=PLD9771CF83F13B110</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=4Z4&diff=385094Z42018-10-20T12:30:57Z<p>Papasmurf: /* Steps */</p>
<hr />
<div>{{Method Infobox<br />
|name=4Z4<br />
|image=Z4.gif<br />
|proposers= [[Joseph Tudor]]<br />
|year=2017<br />
|anames=<br />
|variants=<br />
|steps= 10<br />
|moves= 135?<br />
|algs= 52 (1 OLL parity, 42 COLL, 9 EPLL+parity)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Big Cubes]]<br />
}}<br />
The '''4Z4''' method is a 4x4 speedsolving method for [[ZZ method]] solvers. It starts off with a redux stage very similar to the [[Yau method]]'s, but it ends with a ZZ finish, giving the preferable method for ZZ solvers while retaining the advantages that Yau has. It is a definite improvement over other ZZ based 4x4 methods such as [[Z4]] and [[NS4]] due to a lower movecount and better ergonomics.<br />
<br />
Currently, there are no notable solvers with 4Z4 as it is quite a new method, as well as there being very few ZZ solvers who are fast at 4x4.<br />
<br />
<br />
== Steps ==<br />
<br />
# Solve 2 opposite centres. These will be your L and R colours that you use for ZZ on 3x3.<br />
# Solve 3 pseudo cross edges on L. (These have to meet a specific requirement and will be explained later.)<br />
# Solve last 4 centres<br />
# Solve final pseudo cross edge<br />
# Pair last 8 edges using 3-2-3 edge pairing or your preferred edge pairing technique<br />
# Solve line. You do this by positioning the line edge that isn't in the pseudo cross in DR, and using an L move to place the other one at DL. You then do a D/D' to solve the line, then undo the Lm ove to position the pseudo cross in DL.<br />
# Solve edge orientation and do OLL parity<br />
# ZZ F2L<br />
# [[COLL]]<br />
# EPLL+Parity<br />
<br />
== The Pseudo Cross ==<br />
<br />
The pseudo cross needs to have these specific edges:<br />
*1 line edge<br />
*The left cross edge (and should match with your left centre)<br />
*2 edges that don't meet the other requirements (any E slice edge, any U layer edge and the opposite cross edge)<br />
<br />
It is generally considered better if you solve the line edge and the cross edge in the same relationship to each other every time (for example, opposite). Also, you don't technically have to solve the cross edge, but it limits the amount of L2 moves you have to do later on.<br />
<br />
== Edge Orientation ==<br />
<br />
The way you do edge orientation is identical to the way in Petrus, just you need to stretch the definition of a bad edge to any edge. You hold the cube so that the line and pseudo cross are in BD (which means tha your L/R colours are on F/B).<br />
<br />
There are 2 types of edges:<br />
*E slice<br />
*U/D layer<br />
<br />
If an E slice edge is in E, and the colour on F is opposite or the same as the centre colour, it is good. If it is not, it is bad.<br />
The inverse is true if the edge is on U/D. If the colour on U/D is opposite or the same to the colour of the centre on F, it is bad. If not, it is good.<br />
<br />
For a U/D edge, if the U/D colour is the same/opposite as the U/D centre and is on U/D it's good. If the U/D colour isn't matching to the F centre, it is good, but if it is, it's bad.<br />
<br />
You use R/L to flip edges, U/F to replace them, then undo the flip.<br />
<br />
The parity algorithm flips one edge and doesn't preserve F2L. You hold the edge in UF and with the line in the normal position, so you essentially orientate as many edges in petrus style as possible, then rotate to put your line in the normal position, do parity, then continue. This is the algorithm: Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'<br />
<br />
NB. If you are good at [[LEOR]], the line and EO step can be merged into one.<br />
== Last Layer ==<br />
<br />
For the last layer, you can use the same [[COLL]] algs as on 3x3, as you don't need to worry about orientation parity due to it being solved already.<br />
<br />
After COLL, you have EPLL+parity. There are the 4 normal [[EPLL]] cases (H-perm, Ua-perm, Ub-perm, Z-perm), plus the additional opposite swap, adjacent swap, Oa, Ob and W permutations.<br />
<br />
Opposite swap<br />
[[Image:Opppllparity.png|110px|]]<br />
{{Alg5|wca=r2 U2 r2 Uw2 r2 u2<br />
|sign=2R2 U2 2R2 u2 2R2 2U2<br />
|length=(12,6)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(Rw2 F2 U2) r2 (U2 F2 Rw2)<br />
|sign=(r2 F2 U2) 2R2 (U2 F2 r2)<br />
|length=(14,7)|name=|wide=N|author=Stefan Pochmann<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
<br />
Adjacent swap<br />
[[Image:Oadjpllparity.png|110px|]]<br />
{{Alg5|wca=(R U R' U') r2 U2 r2 Uw2 r2 Uw2 (U' R U' R')<br />
|sign=(R U R' U') 2R2 U2 2R2 u2 2R2 u2 (U' R U' R')<br />
|length=(20,14)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(R U R' U') (Rw2 F2 U2) r2 (U2 F2 Rw2) (U R U' R')<br />
|sign=(R U R' U') (r2 F2 U2) 2R2 (U2 F2 r2) (U R U' R')<br />
|length=(22,15)|name=|wide=N|author=Stefan Pochmann<br />
|url=<br />
}}<br />
<br />
Oa Permutation<br />
[[Image:Circ4cyccw.png|110px|]]<br />
{{Alg5|wca=M2 U M2 U M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U M2 U M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Ob Permutation<br />
[[Image:Circ4cy.png|110px|]]<br />
{{Alg5|wca=M2 U' M2 U' M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U' M2 U' M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
W permutation<br />
[[Image:Zigzag4cycdedges.png|110px|]]<br />
{{Alg5|wca=(U') R' U R' U' R' U' R' U R U' Uw2 r2 Uw2 r2 U2 Rw2<br />
|sign=(U') R' U R' U' R' U' R' U R U' u2 2R2 u2 2R2 U2 r2<br />
|length=(21,16)|name=SP04<br />
|wide=N|author=Stefan Pochmann<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Do the correct algorithm out of the 9, and you're done!<br />
== Example solve ==<br />
Scramble: R Uw B' Uw' Rw' B2 Uw2 B' Uw' L2 D' Fw' B F2 Uw' B2 F' U2 F D' Uw2 R' Rw L2 Fw B' Rw' U' L2 Rw' B' U D Uw R' F' Rw2 F2 B' Uw'<br />
<br />
z//inspection<br />
<br />
D U Rw' F' U2 Rw2 U Rw Uw2 U' y Rw U2 Rw'//F2C, L&R colours<br />
<br />
z F R U Rw U Rw' L' F//Pseudo cross<br />
<br />
L2 3Rw' U' 3Rw2 U Rw U' Rw2 3Rw U 3Rw2 U Rw U' Rw' 3Rw2 Rw2 U2 Rw2 U' 3Rw' Rw U Rw' Lw' L U2 Rw// L4C<br />
<br />
z' y' Uw2 R' U' R Uw2 F2//Solve pseudo cross<br />
<br />
Uw' F' U F L' U2 L y2 Uw2 U F U' F' Uw' y R U R' Uw' R U2 R' Uw//Pair edges<br />
<br />
z R2 L2 D L2//Solve line<br />
<br />
y L F L' y' R2 U Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'//Edge orientation<br />
<br />
R' U R U L U L' R' U' R' U2 R' U R' U2 R U2 R' U R L' U' L//ZZ F2L<br />
<br />
U R' U L U' R U L'//COLL<br />
<br />
Rw2 F2 U2 Rw2 R2 U2 F2 Rw2 U2 //EPLL+Parity<br />
[https://alg.cubing.net/?puzzle=4x4x4&setup=R_Uw_B-_Uw-_Rw-_B2_Uw2_B-_Uw-_L2_D-_Fw-_B_F2_Uw-_B2_F-_U2_F_D-_Uw2_R-_Rw_L2_Fw_B-_Rw-_U-_L2_Rw-_B-_U_D_Uw_R-_F-_Rw2_F2_B-_Uw-&alg=z%2F%2Finspection%0AD_U_Rw-_F-_U2_Rw2_U_Rw_Uw2_U-_y_Rw_U2_Rw-%2F%2FF2C,_L%26R_colours%0Az_F_R_U_Rw_U_Rw-_L-_F%2F%2FPseudo_cross%0AL2_3Rw-_U-_3Rw2_U_Rw_U-_Rw2_3Rw_U_3Rw2_U_Rw_U-_Rw-_3Rw2_Rw2_U2_Rw2_U-_3Rw-_Rw_U_Rw-_Lw-_L_U2_Rw%2F%2F_L4C%0Az-_y-_Uw2_R-_U-_R_Uw2_F2%2F%2FSolve_pseudo_cross%0AUw-_F-_U_F_L-_U2_L_y2_Uw2_U_F_U-_F-_Uw-_y_R_U_R-_Uw-_R_U2_R-_Uw%2F%2FPair_edges%0Az_R2_L2_D_L2%2F%2FSolve_line%0Ay_L_F_L-_y-_R2_U_Rw_U2_Rw2_U-_Rw-_U2_Rw_U2_Rw-_U_Rw2_U2_Rw2_U_R2_U-_Rw-%2F%2FEdge_orientation%0AR-_U_R_U_L_U_L-_R-_U-_R-_U2_R-_U_R-_U2_R_U2_R-_U_R_L-_U-_L%2F%2FZZ_F2L%0AU_R-_U_L_U-_R_U_L-%2F%2FCOLL%0ARw2_F2_U2_Rw2_R2_U2_F2_Rw2_U2_%2F%2FEPLL%26%232b%3BParity]<br />
<br />
142 moves with double parity.<br />
<br />
== Advantages and Disadvantages ==<br />
<br />
Advantages:<br />
*Gives a ZZ finish for a similar movecount to Yau, with all of the advantages Yau has.<br />
*Better ways to deal with parity. The number of algs used in a solve with double parity is one less than with standard Yau with double parity, and PLL parity recognition is easier due to corners being solved.<br />
*The EO recognition is suitable for doing mid-solve, unlike with standard ZZ.<br />
*Due to the freedom of having a wider selection of edges for pseudo cross, it is more efficient than yau cross.<br />
<br />
Disadvantages:<br />
*Pseudo cross is more abstract than Yau cross, and therefore could be potentially slower as the recognition is harder.<br />
*More steps to do after reduction is done (2: line and EO).<br />
*Fewer pieces are directly solved in pseudo cross and EO compared to Yau and [[Hoya]] and [[Meyer]].<br />
<br />
<br />
== See also ==<br />
*[[ZZ]]<br />
*[[Z4]]<br />
*[[NS4]]<br />
*[[Petrus]]<br />
<br />
== External links ==<br />
*Lars Petrus' EO tutorial: [https://lar5.com/cube/fas3.html]<br />
*ZZ text tutorial (Conrad Rider): [http://cube.crider.co.uk/zz.php]<br />
*ZZ video tutorial (Phil Yu): [https://www.youtube.com/watch?v=Q9f-uHyHeQs&list=PLD9771CF83F13B110]</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=4Z4&diff=385084Z42018-10-20T12:29:51Z<p>Papasmurf: </p>
<hr />
<div>{{Method Infobox<br />
|name=4Z4<br />
|image=Z4.gif<br />
|proposers= [[Joseph Tudor]]<br />
|year=2017<br />
|anames=<br />
|variants=<br />
|steps= 10<br />
|moves= 135?<br />
|algs= 52 (1 OLL parity, 42 COLL, 9 EPLL+parity)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Big Cubes]]<br />
}}<br />
The '''4Z4''' method is a 4x4 speedsolving method for [[ZZ method]] solvers. It starts off with a redux stage very similar to the [[Yau method]]'s, but it ends with a ZZ finish, giving the preferable method for ZZ solvers while retaining the advantages that Yau has. It is a definite improvement over other ZZ based 4x4 methods such as [[Z4]] and [[NS4]] due to a lower movecount and better ergonomics.<br />
<br />
Currently, there are no notable solvers with 4Z4 as it is quite a new method, as well as there being very few ZZ solvers who are fast at 4x4.<br />
<br />
<br />
== Steps ==<br />
<br />
# Solve 2 opposite centres. These will be your L and R colours that you use for ZZ on 3x3.<br />
# Solve 3 pseudo cross edges on L. (These have to meet a specific requirement and will be explained later.)<br />
# Solve last 4 centres<br />
# Solve final pseudo cross edge<br />
# Pair last 8 edges using 3-2-3 edge pairing or your preferred edge pairing technique<br />
# Solve line. You do this by positioning the line edge that isn't in the pseudo cross in DR, and using an L move to place the other one at DL. You then do a D/D' to solve the line, then an L2 to positiont the pseudo cross in DL.<br />
# Solve edge orientation and do OLL parity<br />
# ZZ F2L<br />
# [[COLL]]<br />
# EPLL+Parity<br />
<br />
<br />
== The Pseudo Cross ==<br />
<br />
The pseudo cross needs to have these specific edges:<br />
*1 line edge<br />
*The left cross edge (and should match with your left centre)<br />
*2 edges that don't meet the other requirements (any E slice edge, any U layer edge and the opposite cross edge)<br />
<br />
It is generally considered better if you solve the line edge and the cross edge in the same relationship to each other every time (for example, opposite). Also, you don't technically have to solve the cross edge, but it limits the amount of L2 moves you have to do later on.<br />
<br />
== Edge Orientation ==<br />
<br />
The way you do edge orientation is identical to the way in Petrus, just you need to stretch the definition of a bad edge to any edge. You hold the cube so that the line and pseudo cross are in BD (which means tha your L/R colours are on F/B).<br />
<br />
There are 2 types of edges:<br />
*E slice<br />
*U/D layer<br />
<br />
If an E slice edge is in E, and the colour on F is opposite or the same as the centre colour, it is good. If it is not, it is bad.<br />
The inverse is true if the edge is on U/D. If the colour on U/D is opposite or the same to the colour of the centre on F, it is bad. If not, it is good.<br />
<br />
For a U/D edge, if the U/D colour is the same/opposite as the U/D centre and is on U/D it's good. If the U/D colour isn't matching to the F centre, it is good, but if it is, it's bad.<br />
<br />
You use R/L to flip edges, U/F to replace them, then undo the flip.<br />
<br />
The parity algorithm flips one edge and doesn't preserve F2L. You hold the edge in UF and with the line in the normal position, so you essentially orientate as many edges in petrus style as possible, then rotate to put your line in the normal position, do parity, then continue. This is the algorithm: Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'<br />
<br />
NB. If you are good at [[LEOR]], the line and EO step can be merged into one.<br />
== Last Layer ==<br />
<br />
For the last layer, you can use the same [[COLL]] algs as on 3x3, as you don't need to worry about orientation parity due to it being solved already.<br />
<br />
After COLL, you have EPLL+parity. There are the 4 normal [[EPLL]] cases (H-perm, Ua-perm, Ub-perm, Z-perm), plus the additional opposite swap, adjacent swap, Oa, Ob and W permutations.<br />
<br />
Opposite swap<br />
[[Image:Opppllparity.png|110px|]]<br />
{{Alg5|wca=r2 U2 r2 Uw2 r2 u2<br />
|sign=2R2 U2 2R2 u2 2R2 2U2<br />
|length=(12,6)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(Rw2 F2 U2) r2 (U2 F2 Rw2)<br />
|sign=(r2 F2 U2) 2R2 (U2 F2 r2)<br />
|length=(14,7)|name=|wide=N|author=Stefan Pochmann<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
<br />
Adjacent swap<br />
[[Image:Oadjpllparity.png|110px|]]<br />
{{Alg5|wca=(R U R' U') r2 U2 r2 Uw2 r2 Uw2 (U' R U' R')<br />
|sign=(R U R' U') 2R2 U2 2R2 u2 2R2 u2 (U' R U' R')<br />
|length=(20,14)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(R U R' U') (Rw2 F2 U2) r2 (U2 F2 Rw2) (U R U' R')<br />
|sign=(R U R' U') (r2 F2 U2) 2R2 (U2 F2 r2) (U R U' R')<br />
|length=(22,15)|name=|wide=N|author=Stefan Pochmann<br />
|url=<br />
}}<br />
<br />
Oa Permutation<br />
[[Image:Circ4cyccw.png|110px|]]<br />
{{Alg5|wca=M2 U M2 U M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U M2 U M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Ob Permutation<br />
[[Image:Circ4cy.png|110px|]]<br />
{{Alg5|wca=M2 U' M2 U' M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U' M2 U' M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
W permutation<br />
[[Image:Zigzag4cycdedges.png|110px|]]<br />
{{Alg5|wca=(U') R' U R' U' R' U' R' U R U' Uw2 r2 Uw2 r2 U2 Rw2<br />
|sign=(U') R' U R' U' R' U' R' U R U' u2 2R2 u2 2R2 U2 r2<br />
|length=(21,16)|name=SP04<br />
|wide=N|author=Stefan Pochmann<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Do the correct algorithm out of the 9, and you're done!<br />
== Example solve ==<br />
Scramble: R Uw B' Uw' Rw' B2 Uw2 B' Uw' L2 D' Fw' B F2 Uw' B2 F' U2 F D' Uw2 R' Rw L2 Fw B' Rw' U' L2 Rw' B' U D Uw R' F' Rw2 F2 B' Uw'<br />
<br />
z//inspection<br />
<br />
D U Rw' F' U2 Rw2 U Rw Uw2 U' y Rw U2 Rw'//F2C, L&R colours<br />
<br />
z F R U Rw U Rw' L' F//Pseudo cross<br />
<br />
L2 3Rw' U' 3Rw2 U Rw U' Rw2 3Rw U 3Rw2 U Rw U' Rw' 3Rw2 Rw2 U2 Rw2 U' 3Rw' Rw U Rw' Lw' L U2 Rw// L4C<br />
<br />
z' y' Uw2 R' U' R Uw2 F2//Solve pseudo cross<br />
<br />
Uw' F' U F L' U2 L y2 Uw2 U F U' F' Uw' y R U R' Uw' R U2 R' Uw//Pair edges<br />
<br />
z R2 L2 D L2//Solve line<br />
<br />
y L F L' y' R2 U Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'//Edge orientation<br />
<br />
R' U R U L U L' R' U' R' U2 R' U R' U2 R U2 R' U R L' U' L//ZZ F2L<br />
<br />
U R' U L U' R U L'//COLL<br />
<br />
Rw2 F2 U2 Rw2 R2 U2 F2 Rw2 U2 //EPLL+Parity<br />
[https://alg.cubing.net/?puzzle=4x4x4&setup=R_Uw_B-_Uw-_Rw-_B2_Uw2_B-_Uw-_L2_D-_Fw-_B_F2_Uw-_B2_F-_U2_F_D-_Uw2_R-_Rw_L2_Fw_B-_Rw-_U-_L2_Rw-_B-_U_D_Uw_R-_F-_Rw2_F2_B-_Uw-&alg=z%2F%2Finspection%0AD_U_Rw-_F-_U2_Rw2_U_Rw_Uw2_U-_y_Rw_U2_Rw-%2F%2FF2C,_L%26R_colours%0Az_F_R_U_Rw_U_Rw-_L-_F%2F%2FPseudo_cross%0AL2_3Rw-_U-_3Rw2_U_Rw_U-_Rw2_3Rw_U_3Rw2_U_Rw_U-_Rw-_3Rw2_Rw2_U2_Rw2_U-_3Rw-_Rw_U_Rw-_Lw-_L_U2_Rw%2F%2F_L4C%0Az-_y-_Uw2_R-_U-_R_Uw2_F2%2F%2FSolve_pseudo_cross%0AUw-_F-_U_F_L-_U2_L_y2_Uw2_U_F_U-_F-_Uw-_y_R_U_R-_Uw-_R_U2_R-_Uw%2F%2FPair_edges%0Az_R2_L2_D_L2%2F%2FSolve_line%0Ay_L_F_L-_y-_R2_U_Rw_U2_Rw2_U-_Rw-_U2_Rw_U2_Rw-_U_Rw2_U2_Rw2_U_R2_U-_Rw-%2F%2FEdge_orientation%0AR-_U_R_U_L_U_L-_R-_U-_R-_U2_R-_U_R-_U2_R_U2_R-_U_R_L-_U-_L%2F%2FZZ_F2L%0AU_R-_U_L_U-_R_U_L-%2F%2FCOLL%0ARw2_F2_U2_Rw2_R2_U2_F2_Rw2_U2_%2F%2FEPLL%26%232b%3BParity]<br />
<br />
142 moves with double parity.<br />
<br />
== Advantages and Disadvantages ==<br />
<br />
Advantages:<br />
*Gives a ZZ finish for a similar movecount to Yau, with all of the advantages Yau has.<br />
*Better ways to deal with parity. The number of algs used in a solve with double parity is one less than with standard Yau with double parity, and PLL parity recognition is easier due to corners being solved.<br />
*The EO recognition is suitable for doing mid-solve, unlike with standard ZZ.<br />
*Due to the freedom of having a wider selection of edges for pseudo cross, it is more efficient than yau cross.<br />
<br />
Disadvantages:<br />
*Pseudo cross is more abstract than Yau cross, and therefore could be potentially slower as the recognition is harder.<br />
*More steps to do after reduction is done (2: line and EO).<br />
*Fewer pieces are directly solved in pseudo cross and EO compared to Yau and [[Hoya]] and [[Meyer]].<br />
<br />
<br />
== See also ==<br />
*[[ZZ]]<br />
*[[Z4]]<br />
*[[NS4]]<br />
*[[Petrus]]<br />
<br />
== External links ==<br />
*Lars Petrus' EO tutorial: [https://lar5.com/cube/fas3.html]<br />
*ZZ text tutorial (Conrad Rider): [http://cube.crider.co.uk/zz.php]<br />
*ZZ video tutorial (Phil Yu): [https://www.youtube.com/watch?v=Q9f-uHyHeQs&list=PLD9771CF83F13B110]</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=4Z4&diff=385074Z42018-10-20T12:25:05Z<p>Papasmurf: </p>
<hr />
<div>{{Method Infobox<br />
|name=4Z4<br />
|image=Z4.gif<br />
|proposers= [[Joseph Tudor]]<br />
|year=2017<br />
|anames=<br />
|variants=<br />
|steps= 10<br />
|moves= 130?<br />
|algs= 52 (1 OLL parity, 42 COLL, 9 EPLL+parity)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Big Cubes]]<br />
}}<br />
The '''4Z4''' method is a 4x4 speedsolving method for [[ZZ method]] solvers. It starts off with a redux stage very similar to the [[Yau method]]'s, but it ends with a ZZ finish, giving the preferable method for ZZ solvers while retaining the advantages that Yau has. It is a definite improvement over other ZZ based 4x4 methods such as [[Z4]] and [[NS4]] due to a lower movecount and better ergonomics.<br />
<br />
Currently, there are no notable solvers with 4Z4 as it is quite a new method, as well as there being very few ZZ solvers who are fast at 4x4.<br />
<br />
<br />
== Steps ==<br />
<br />
# Solve 2 opposite centres. These will be your L and R colours that you use for ZZ on 3x3.<br />
# Solve 3 pseudo cross edges on L. (These have to meet a specific requirement and will be explained later.)<br />
# Solve last 4 centres<br />
# Solve final pseudo cross edge<br />
# Pair last 8 edges using 3-2-3 edge pairing or your preferred edge pairing technique<br />
# Solve line. You do this by positioning the line edge that isn't in the pseudo cross in DR, and using an L move to place the other one at DL. You then do a D/D' to solve the line, then an L2 to positiont the pseudo cross in DL.<br />
# Solve edge orientation and do OLL parity<br />
# ZZ F2L<br />
# [[COLL]]<br />
# EPLL+Parity<br />
<br />
<br />
== The Pseudo Cross ==<br />
<br />
The pseudo cross needs to have these specific edges:<br />
*1 line edge<br />
*The left cross edge (and should match with your left centre)<br />
*2 edges that don't meet the other requirements (any E slice edge, any U layer edge and the opposite cross edge)<br />
<br />
It is generally considered better if you solve the line edge and the cross edge in the same relationship to each other every time (for example, opposite). Also, you don't technically have to solve the cross edge, but it limits the amount of L2 moves you have to do later on.<br />
<br />
== Edge Orientation ==<br />
<br />
The way you do edge orientation is identical to the way in Petrus, just you need to stretch the definition of a bad edge to any edge. You hold the cube so that the line and pseudo cross are in BD (which means tha your L/R colours are on F/B).<br />
<br />
There are 2 types of edges:<br />
*E slice<br />
*U/D layer<br />
<br />
If an E slice edge is in E, and the colour on F is opposite or the same as the centre colour, it is good. If it is not, it is bad.<br />
The inverse is true if the edge is on U/D. If the colour on U/D is opposite or the same to the colour of the centre on F, it is bad. If not, it is good.<br />
<br />
For a U/D edge, if the U/D colour is the same/opposite as the U/D centre and is on U/D it's good. If the U/D colour isn't matching to the F centre, it is good, but if it is, it's bad.<br />
<br />
You use R/L to flip edges, U/F to replace them, then undo the flip.<br />
<br />
The parity algorithm flips one edge and doesn't preserve F2L. You hold the edge in UF and with the line in the normal position, so you essentially orientate as many edges in petrus style as possible, then rotate to put your line in the normal position, do parity, then continue. This is the algorithm: Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'<br />
<br />
NB. If you are good at [[LEOR]], the line and EO step can be merged into one.<br />
== Last Layer ==<br />
<br />
For the last layer, you can use the same [[COLL]] algs as on 3x3, as you don't need to worry about orientation parity due to it being solved already.<br />
<br />
After COLL, you have EPLL+parity. There are the 4 normal [[EPLL]] cases (H-perm, Ua-perm, Ub-perm, Z-perm), plus the additional opposite swap, adjacent swap, Oa, Ob and W permutations.<br />
<br />
Opposite swap<br />
[[Image:Opppllparity.png|110px|]]<br />
{{Alg5|wca=r2 U2 r2 Uw2 r2 u2<br />
|sign=2R2 U2 2R2 u2 2R2 2U2<br />
|length=(12,6)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(Rw2 F2 U2) r2 (U2 F2 Rw2)<br />
|sign=(r2 F2 U2) 2R2 (U2 F2 r2)<br />
|length=(14,7)|name=|wide=N|author=Stefan Pochmann<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
<br />
Adjacent swap<br />
[[Image:Oadjpllparity.png|110px|]]<br />
{{Alg5|wca=(R U R' U') r2 U2 r2 Uw2 r2 Uw2 (U' R U' R')<br />
|sign=(R U R' U') 2R2 U2 2R2 u2 2R2 u2 (U' R U' R')<br />
|length=(20,14)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(R U R' U') (Rw2 F2 U2) r2 (U2 F2 Rw2) (U R U' R')<br />
|sign=(R U R' U') (r2 F2 U2) 2R2 (U2 F2 r2) (U R U' R')<br />
|length=(22,15)|name=|wide=N|author=Stefan Pochmann<br />
|url=<br />
}}<br />
<br />
Oa Permutation<br />
[[Image:Circ4cyccw.png|110px|]]<br />
{{Alg5|wca=M2 U M2 U M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U M2 U M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Ob Permutation<br />
[[Image:Circ4cy.png|110px|]]<br />
{{Alg5|wca=M2 U' M2 U' M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U' M2 U' M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
W permutation<br />
[[Image:Zigzag4cycdedges.png|110px|]]<br />
{{Alg5|wca=(U') R' U R' U' R' U' R' U R U' Uw2 r2 Uw2 r2 U2 Rw2<br />
|sign=(U') R' U R' U' R' U' R' U R U' u2 2R2 u2 2R2 U2 r2<br />
|length=(21,16)|name=SP04<br />
|wide=N|author=Stefan Pochmann<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Do the correct algorithm out of the 9, and you're done!<br />
== Example solve ==<br />
Scramble: R Uw B' Uw' Rw' B2 Uw2 B' Uw' L2 D' Fw' B F2 Uw' B2 F' U2 F D' Uw2 R' Rw L2 Fw B' Rw' U' L2 Rw' B' U D Uw R' F' Rw2 F2 B' Uw'<br />
<br />
z//inspection<br />
<br />
D U Rw' F' U2 Rw2 U Rw Uw2 U' y Rw U2 Rw'//F2C, L&R colours<br />
<br />
z F R U Rw U Rw' L' F//Pseudo cross<br />
<br />
L2 3Rw' U' 3Rw2 U Rw U' Rw2 3Rw U 3Rw2 U Rw U' Rw' 3Rw2 Rw2 U2 Rw2 U' 3Rw' Rw U Rw' Lw' L U2 Rw// L4C<br />
<br />
z' y' Uw2 R' U' R Uw2 F2//Solve pseudo cross<br />
<br />
Uw' F' U F L' U2 L y2 Uw2 U F U' F' Uw' y R U R' Uw' R U2 R' Uw//Pair edges<br />
<br />
z R2 L2 D L2//Solve line<br />
<br />
y L F L' y' R2 U Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'//Edge orientation<br />
<br />
R' U R U L U L' R' U' R' U2 R' U R' U2 R U2 R' U R L' U' L//ZZ F2L<br />
<br />
U R' U L U' R U L'//COLL<br />
<br />
Rw2 F2 U2 Rw2 R2 U2 F2 Rw2 U2 //EPLL+Parity<br />
[https://alg.cubing.net/?puzzle=4x4x4&setup=R_Uw_B-_Uw-_Rw-_B2_Uw2_B-_Uw-_L2_D-_Fw-_B_F2_Uw-_B2_F-_U2_F_D-_Uw2_R-_Rw_L2_Fw_B-_Rw-_U-_L2_Rw-_B-_U_D_Uw_R-_F-_Rw2_F2_B-_Uw-&alg=z%2F%2Finspection%0AD_U_Rw-_F-_U2_Rw2_U_Rw_Uw2_U-_y_Rw_U2_Rw-%2F%2FF2C,_L%26R_colours%0Az_F_R_U_Rw_U_Rw-_L-_F%2F%2FPseudo_cross%0AL2_3Rw-_U-_3Rw2_U_Rw_U-_Rw2_3Rw_U_3Rw2_U_Rw_U-_Rw-_3Rw2_Rw2_U2_Rw2_U-_3Rw-_Rw_U_Rw-_Lw-_L_U2_Rw%2F%2F_L4C%0Az-_y-_Uw2_R-_U-_R_Uw2_F2%2F%2FSolve_pseudo_cross%0AUw-_F-_U_F_L-_U2_L_y2_Uw2_U_F_U-_F-_Uw-_y_R_U_R-_Uw-_R_U2_R-_Uw%2F%2FPair_edges%0Az_R2_L2_D_L2%2F%2FSolve_line%0Ay_L_F_L-_y-_R2_U_Rw_U2_Rw2_U-_Rw-_U2_Rw_U2_Rw-_U_Rw2_U2_Rw2_U_R2_U-_Rw-%2F%2FEdge_orientation%0AR-_U_R_U_L_U_L-_R-_U-_R-_U2_R-_U_R-_U2_R_U2_R-_U_R_L-_U-_L%2F%2FZZ_F2L%0AU_R-_U_L_U-_R_U_L-%2F%2FCOLL%0ARw2_F2_U2_Rw2_R2_U2_F2_Rw2_U2_%2F%2FEPLL%26%232b%3BParity]<br />
<br />
142 moves with double parity.<br />
<br />
== Advantages and Disadvantages ==<br />
<br />
Advantages:<br />
*Gives a ZZ finish for a similar movecount to Yau, with all of the advantages Yau has.<br />
*Better ways to deal with parity. The number of algs used in a solve with double parity is one less than with standard Yau with double parity, and PLL parity recognition is easier due to corners being solved.<br />
*The EO recognition is suitable for doing mid-solve, unlike with standard ZZ.<br />
*Due to the freedom of having a wider selection of edges for pseudo cross, it is more efficient than yau cross.<br />
<br />
Disadvantages:<br />
*Pseudo cross is more abstract than Yau cross, and therefore could be potentially slower as the recognition is harder.<br />
*More steps to do after reduction is done (2: line and EO).<br />
*Fewer pieces are directly solved in pseudo cross and EO compared to Yau and [[Hoya]] and [[Meyer]].<br />
<br />
<br />
== See also ==<br />
*[[ZZ]]<br />
*[[Z4]]<br />
*[[NS4]]<br />
*[[Petrus]]<br />
<br />
== External links ==<br />
*Lars Petrus' EO tutorial: [https://lar5.com/cube/fas3.html]<br />
*ZZ text tutorial (Conrad Rider): [http://cube.crider.co.uk/zz.php]<br />
*ZZ video tutorial (Phil Yu): [https://www.youtube.com/watch?v=Q9f-uHyHeQs&list=PLD9771CF83F13B110]</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=Z4&diff=38506Z42018-10-20T12:19:33Z<p>Papasmurf: /* See also */</p>
<hr />
<div>{{Method Infobox<br />
|name=Z4<br />
|image=Z4.gif<br />
|proposers=[[Conrad Rider]], known as Cride5<br />
|year=2010<br />
|anames=ZZ4<br />
|steps=7<br />
|moves= ~125 (estimate)<br />
|algs=7 for EO pairing<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Experimental Methods]]<br />
}}<br />
<br />
'''Z4''' is a reduction-based method for solving the 4x4x4 using ZZ principals: minimal rotations and F/B moves.<br />
<br />
== Steps ==<br />
<br />
A full description is available [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 here].<br />
<br />
# Solve Centres<br />
# EOpair DF/DB and place<br />
# EOpair 10 remaining edges<br />
# Flip final bad dedges (including orientation parity)<br />
# ZZF2L<br />
# COLL<br />
# EPLL including PLL parity (1 step)<br />
<br />
==Necessary Principles==<br />
===EO Pairing===<br />
The basic idea is to orient edges while pairing them. This is achieved by using a varient of Robert Yau's edge pairing method, and solving edges using only the substet <l,L,r,R,U>.<br />
<br />
Take the following as an example:<br />
<br />
[[File:EOPairExampleCube.gif]]<br />
<br />
As you can see, the 2 dedges in UF are oriented, and so is the white sticker in UB and the blue sticker in FR. The other 2 dedges are not oriented, so these would need to be flipped.<br />
<br />
The moves used to EOPair all three of these edges would be ''Lw U' R U Lw''. Let me explain how this works. the first ''L'' move EOPairs the YO dedge, which you can see because the unoriented orange sticker is matched up with the oriented yellow sticker in FUr. This pair is then moved out of the way and replaced with the FR dedge by the ''U' R U'' moves. These moves also orient the dedge correctly, so that the two remaining edge pairs are created by the ''Lw''' move, and are also oriented correctly. <br />
<br />
====Clarification====<br />
There are 3 possible scenarios which can arise (Note: all of these cases can be mirrored):<br />
:1) Both dedges are oriented: Place them in the same positions as the BR dedges above.<br />
:2) One dedge is oriented, the other is not: This is the easiest case to deal with. Place them either in the GW or YO places above.<br />
:3) None of the dedges are correctly oriented: For this case another algorithm is used. First, you place the unoriented dedges in UBl and FRd and then perform: (Lw U' R U Lw2 U R' U' Lw)<br />
<br />
==Algorithms==<br />
<br />
Note: Some of the algs on this page are in SiGN, some are in WCA notation.<br />
<br />
===EOPairing===<br />
Standard Pairing (use mirror for left)<br />
<br />
l U' R U l'<br />
<br />
r' U' R2 U r<br />
<br />
Pair 2x unoriented edges (place edges in UBl and FRd positions)<br />
<br />
l U' R U l2 U R' U' l<br />
<br />
Final 6 edges where all orientations match:<br />
<br />
F {pairing alg} F'<br />
<br />
Final 4 edges - oriented (dedge in UL flipped)<br />
<br />
r' F R2 U' R' F' U r<br />
<br />
r' F U' R' F' R2 U r <br />
<br />
Final 4 edges - flipped (dedge in UL flipped)<br />
<br />
r' U' F R' U F' r F U2 R' F'<br />
<br />
r' F U' R F' U r R' B L' U2 B'<br />
<br />
Flip single edge (in UR)<br />
<br />
y' r U2 r' U2 r' D2 r D2 r' B2 r B2 r' y<br />
<br />
===EPLL+Parity===<br />
Opposite Swap<br />
<br />
r2 U2 r2 Uw2 r2 u2<br />
<br />
Adjacent Swap<br />
<br />
(R U R' U') r2 U2 r2 Uw2 r2 u2 (U R U' R')<br />
<br />
{{case<br />
|image=H+Adj.png<br />
|name=H-PLL+Parity, W-4PLL<br />
|methods=[[Z4]], [[K4]]<br />
|optimal=?? [[HTM]]<br />
|text=W-4PLL is H-PLL + Adjacent PLL Parity, Second alg is mirror<br />
}}<br />
<br />
{{alg|F2 Uw2 R2 F2 Uw2 R2 F2 U F2 R2 F2 U R2 Uw2}}<br />
{{alg|F2 Uw2 L2 F2 Uw2 L2 F2 U' F2 L2 F2 U' L2 Uw2}}<br />
<br />
{{case<br />
|image=Z+Opp.png<br />
|name=Z-PLL+Parity, O-4PLL<br />
|methods=[[Z4]], [[K4]]<br />
|optimal= ?? [[HTM]]<br />
|text=O-4PLL is Z-PLL + Opposite PLL Parity, Second alg is mirror<br />
}}<br />
<br />
{{alg|r2 Uw2 r2 b2 U' r2 y r2 U r2 Uw2 y' r2}}<br />
{{alg|l2 Uw2 l2 b2 U l2 y' l2 U' l2 Uw2 y l2}}<br />
<br />
==Guide==<br />
<br />
===Step 1a: First 2 centres===<br />
For this step you need to create 2 opposite centres, which will be your R/L face centres. This can be done using any types of moves, but wide turns are faster than inner layer slices.<br />
<br />
===Step 1b: Remaining 4 Centres===<br />
First of all, rotate your cube so that your R/L face centres are on the correct sides, then using any moves except for F, B, or S to form the other 4 centres in the 2 central layers. You need to ensure that your chosen U colour is on top, D face on bottem etc. This step can be very fast becuase it only uses 3 types of moves<br />
<br />
===Step 2: EOPair abd Place DF and DB===<br />
This is when we start to use the EOPair concept explained above. You want to EOPair DF and DB, the 2 EOLine edges and then move them to the correct places to give a [[EOLine]]. <br />
===Step 3: EOPair remaining 10 dedges===<br />
Using the EOPair concept above, the remaining edges need to be EOPaired. To make lookahead easier, After pairing edges, move them into the RD,RB,LB or LD positions, so that you can see the other edges that need to be paired.<br />
===Step 4: Finish EO (Including OLL Parity)===<br />
Similar to fixing EO at the End of the 2x2x3 block in petrus, You need to finish Orienting all of the edges using F/B moves. If an odd number of edges is flipped, you can use the Flip Single Edge (in UR) algorithm above.<br />
===Step 5-7: ZZF2L-COLL-EPLL===<br />
This is the final step and involves solving the 3x3 stage as in the ZZ method, without the EOLine becuase it has already been formed. COLL-EPLL is recommended becuase then it is easier to deal with PLL parity becuase it can be dealt with in a single step. For the 4 cases that arise with PLL parity, see the algorithms section above.<br />
<br />
==Walkthrough Solves==<br />
Walkthrough solve 1: (SiGN notation, lower case = double layer turn)<br />
<br />
Scramble: D' r2 D u' r2 u2 d' f' D' B F' r2 D' f2 R2 D' U' B2 D2 l2 b2 u2 F' r2 U' B2 f2 U2 F' l2 b U' F u' d r D2 d' F2 L <br />
<br />
L+R Centres: u2 r' R' L2 f U l U' l' z' (9)<br />
Finish Centres: r' U r U l' U l2 U2 l' x U2 r2 U2 r2 (13/22)<br />
First line dedge (+dedge): L U D' L' U r' U L' U' r (10/32)<br />
Second line dedge: R U' R r' U' R2 U r (8/40)<br />
Place line: R' L' D' (3/43)<br />
1x dedge: U2 R' l U' R U l' (7/50)<br />
2x dedges: U2 r' U' R2 U r (6/56)<br />
3x dedges: L U L' r' U L' U' r (8/64)<br />
Final 3 dedges: L' U' l U' R U l' U R' U' l U' R U l' (15/79)<br />
Finish EO: B L' B' (3/82)<br />
ZZF2L: R2 L' U2 L2 R2 U2 R U' R' U R' U' R U' R' U R U2 L' U L U L' (23/105)<br />
OCLL: y2 R U2 R' U' R U' R' (7/112)<br />
PLL: y x R D' R U2 R' D R U2 R2 x' U' (10/122)<br />
<br />
Walkthrough solve 2: (WCA notation)<br />
<br />
Scramble: D2 L' Lw' Rw' R' Fw2 B2 Uw2 D2 Bw' Rw Bw B2 L' Dw2 Rw Dw2 Lw Uw' F' B' Rw' Fw' R' Dw' Fw' Bw B' Uw B2 Uw Fw2 U2 F' Uw Dw2 D' Fw Dw2 F<br />
<br />
== See also ==<br />
* [[Mehtad]]<br />
* [[ZZ Method]]<br />
* [[EOLine]]<br />
* [[Edge Orientation]]<br />
* [[4Z4]]<br />
<br />
== External links ==<br />
<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 Simultaneous EO and edge pairing for ZZ on 4x4]<br />
<br />
<br />
[[Category:4x4x4 methods]]<br />
[[Category:Big Cube methods]]<br />
[[Category:Experimental methods]]<br />
<br />
[[Category:Acronyms]]</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=38505List of methods2018-10-20T12:18:16Z<p>Papasmurf: /* Table of methods by purpose */</p>
<hr />
<div>:For a category view, see ''[[:Category:Methods and substeps|Methods and substeps]]''<br />
<br />
== Table of methods by purpose ==<br />
<br />
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.<br />
<br />
{| class="TablePager" style="padding:3px; border-spacing:0"<br />
!| Name<br />
!| Original Proposer(s)<br />
!| Variants<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:2x2x2 methods|2x2]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 beginner methods|2x2 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| Waterman Last Layer<br />
|-<br />
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]<br />
| [[Conrad Rider]]<br />
| <br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 speedsolving methods|2x2 Speed]]'''<br />
|-<br />
| [[CLL]]<br />
| Various<br />
| <br />
|-<br />
| [[NMCLL]]<br />
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]<br />
| <br />
|-<br />
| [[EG]]<br />
| [[Erik Akkersdijk]], [[Gunnar Krig]]<br />
| EG-1, EG-2<br />
|-<br />
| [[Guimond]]<br />
| [[Gaétan Guimond]]<br />
| <br />
|-<br />
| [[Ortega]]<br />
| [[Victor Ortega]],<br/>[[Josef Jelinek]], Jeff Varasano<br />
| PBL<br />
|-<br />
| [[SS]]<br />
| [[Mitchell Stern]], [[Timothy Sun]]<br />
|<br />
|-<br />
| [[OFOTA]]<br />
| [[Erik Akkersdijk]]<br />
|<br />
|-<br />
| [[VOP]]<br />
| [[Kenneth Gustavsson]]<br />
|<br />
|-<br />
| [[TCLL]]<br />
| [[Robert Yau]], Christopher Olson, and others<br />
| CLL<br />
|-<br />
| [[HD]]<br />
| V. Higgs, J. Demars, Max Garza, John Lewis<br />
| VOP<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:3x3x3 methods|3x3]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 beginner methods|3x3 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| <br />
|-<br />
<br />
| Ortega/Mcetsu<br />
| Jeff Varasano<br />
|<br />
|-<br />
| [[Corners First]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Less is More]]<br />
| [[Camilo Amaral]]<br />
| <br />
|-<br />
| "[[The Ideal Solution]]"<br />
| Ideal Toy Corp<br />
|<br />
|-<br />
| [[Edges First]]<br />
| <br />
| <br />
|-<br />
| [[8355]]<br />
| [[Reheart Sheu]]<br />
| [[Sexy Method]], [[MirIS Method]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving beginner methods|3x3 speed Beginner]]'''<br />
|-<br />
| [[Beginner Petrus]]<br />
|<br />
|<br />
|-<br />
|[[335]]<br />
|[[Robbie Safran]]<br />
|-<br />
| Beginner Roux<br />
|<br />
|<br />
|-<br />
| Beginner CFOP<br />
| Badmephisto<br />
|<br />
|-<br />
| Pogobat Beginner Method<br />
| Dan Brown<br />
|<br />
|-<br />
| [[Keyhole]]<br />
|<br />
|<br />
|-<br />
| [[XG]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Samsara Method]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Lazy CFOP]]<br />
| [[Alex Yang]]<br />
| CFOP, Roux, Petrus, CFCE, ZZ, Columns, LBL, FreeFOP, WV, Salvia, Snyder<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]'''<br />
|-<br />
| [[Pizel method]]<br />
| Alexandre Philiponet<br />
|<br />
|-<br />
| [[Ribbon Method]]<br />
| Justin Taylor<br />
| F2L-1 Corner, TOLS, TTLL<br />
|-<br />
| [[ZZ]]<br />
| [[Zbigniew Zborowski]]<br />
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],<br/>[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL<br />
|-<br />
| [[Waterman]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Tripod]]<br />
| [[Michael Gottlieb]]<br />
| F2L, 2x2 Block, 2x2x3 Block<br />
|-<br />
| [[Sledgehog]]<br />
| Ryan Vigil<br />
| [[CFOP]], [[Tripod]]<br />
|-<br />
| [[L2L]]<br />
| [[Duncan Dicks]], [[Stachu Korick]]<br />
|<br />
|- <br />
| [[Hahn]]<br />
| [[Eric Hahn]]<br />
|<br />
|-<br />
| [[CFOP]] (Fridrich)<br />
| [[David Singmaster]]<br/>[[René Schoof]]<br/>[[Jessica Fridrich]]<br/>[[Hans Dockhorn]]<br/>[[Anneke Treep]]<br />
| [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L<br />
|-<br />
| [[CFCE]]<br />
|<br />
| [[CLL/ELL]]<br />
|-<br />
| FreeFOP<br />
|<br />
| Petrus, CFOP<br />
|-<br />
| [[Columns First Methods]]<br />
| <br />
| Roux, CFOP, Shadowslice<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]'''<br />
|-<br />
| [[Petrus]]<br />
| [[Lars Petrus]] <br />
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]<br />
|-<br />
| [[Roux]]<br />
| [[Gilles Roux]]<br />
| <br />
|-<br />
| [[Heise]]<br />
| [[Ryan Heise]]<br />
| <br />
|-<br />
| [[Snyder]]<br />
| [[Anthony Snyder]]<br />
| <br />
|-<br />
| [[SSC (Shadowslice Snow Columns)]]<br />
| [[Joseph Briggs]]<br />
|<br />
|-<br />
| [[B2 (Briggs2) Method]] (Briggs/B2)<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving Methods|3x3 BLD]]'''<br />
|-<br />
| [[3OP]]<br />
| [[John White]]?<br />
| <br />
|-<br />
| [[Old Pochmann]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[M2/R2]]<br />
| [[Stefan Pochmann]]<br />
| [[Deadalnix]] ([[M2]]),<br/>Freestyle for Dummies ([[R2]])<br />
|-<br />
| [[TuRBo]] <br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|<br />
|-<br />
| [[ZBLD]] <br />
| [[Chris Tran]]<br />
| ZBLD-2Cycle, ZBLD-3Cycle<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes Speed]]'''<br />
|-<br />
| [[Yau method]]<br />
| [[Robert Yau]]<br />
|<br />
|-<br />
| [[Hoya method]]<br />
| [[Jong-Ho Jeong]]<br />
|<br />
|-<br />
| [[Obli Method]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Reduction]]<br />
| <br />
| <br />
|-<br />
| [[OBLBL]]<br />
|<br />
|<br />
|-<br />
| [[NS4]]<br />
|<br />
|<br />
|-<br />
| [[4Z4]]<br />
| [[Joseph Tudor]]<br />
|<br />
|-<br />
| [[Cage]]<br />
| [[Per Kristen Fredlund]]<br />
|<br />
|-<br />
| [[Meyer method]]<br />
| [[Richard Meyer]]<br />
| <br />
|-<br />
| [[K4]]<br />
| [[Thom Barlow]]<br />
| <br />
|-<br />
| [[Sandwich]]<br />
| [[Nicholas Ho]] <br />
| <br />
|-<br />
| [[Kenneth's Big Cubes Method]]<br />
| [[Kenneth Gustavsson]]<br />
| <br />
|-<br />
| [[Z4]]<br />
| [[User:Cride5|Conrad Rider]]<br />
|<br />
|-<br />
| [[js4]]<br />
| ??<br />
|<br />
|-<br />
| [[Lewis Method]]<br />
| John Lewis<br />
|<br />
|-<br />
| [[Just Use Petrus]]<br />
| Will Schmidt<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving methods|Big Cubes BLD]]'''<br />
|-<br />
|-<br />
| [[r2]]<br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Other puzzles methods|Other puzzles]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Experimental methods|Experimental]]'''<br />
|-<br />
| [[Human Thistlethwaite]]<br />
| [[Morwen Thistlethwaite]]<br/>[[Ryan Heise]]<br />
| <br />
|-<br />
| [[Belt]]<br />
| Various<br />
| <br />
|-<br />
| [[Salvia Method]]<br />
| [[David Salvia]]<br />
| <br />
|-<br />
| [[Triangular Francisco]]<br />
| [[Michael Gottlieb]]<br />
|<br />
|-<br />
| [[Hexagonal Francisco]]<br />
| [[Andrew Nathenson]], Henry Helmuth<br />
| <br />
|-<br />
| [[Quadrangular Francisco]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Orient First]]<br />
| [[Lars Nielsson]]<br />
| <br />
|-<br />
| [[E15 / E35]]<br />
| ??<br />
| <br />
|-<br />
| [[Zagorec method]]<br />
| [[Damjan Zagorec]]<br />
| <br />
|-<br />
| [[3CFCEP]]<br />
| ??<br />
| <br />
|-<br />
| [[3CFCE]]<br />
| ??<br />
| <br />
|-<br />
| [[PEG]]<br />
| ??<br />
| <br />
|-<br />
| [[PORT]]<br />
| ??<br />
| <br />
|-<br />
| [[FRED]]<br />
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]<br />
|<br />
|-<br />
| [[VDW Method]]<br />
| [[Alex VanDerWyst]]<br />
|<br />
|<br />
|-<br />
| [[Hawaiian Kociemba]]<br />
| [[Michael Humuhumunukunukuapua'a]]<br />
| HKOLL, HKPLL, EO, <br />
|<br />
|-<br />
| [[Pikas**t]]<br />
| Justin Harder<br />
|<br />
|-<br />
| [[R3-T]]<br />
| [[Terence Tan]]<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Pyraminx methods|Pyraminx]]'''<br />
|-<br />
| [[Pyraminx methods|Corners First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Layer First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Last 4 Edges]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Petrus]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Face Permute]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|WO]]<br />
| [[Oscar Roth Andersen]] (Odder)<br />
| <br />
|-<br />
| [[Pyraminx methods|Oka Method]]<br />
| [[Yohei Oka]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Megaminx methods|Megaminx]]'''<br />
|-<br />
| [[Balint method]]<br />
| Balint Bodor<br />
| <br />
|-<br />
| keyhole method<br />
|<br />
|<br />
|-<br />
|[[S2L Westlund Style]]<br />
|Simon Westlund<br />
|<br />
|-<br />
|S2L+T2L--->Multiple F2L (Virus S2L)<br />
| [[Yu Da Hyun]]<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Square-1 methods|Square-1]]'''<br />
|-<br />
| [[SSS1M]]<br />
| [[Shelley Chang]]<br />
| <br />
|-<br />
| [[Vandenbergh Method]]<br />
| [[Lars Vandenbergh]]<br />
| <br />
|-<br />
| [[Roux n Skrew]]<br />
|<br />
|<br />
|-<br />
| [[Skwuction]]<br />
| Jaap Scherphuis, Cary Huang<br />
|<br />
|-<br />
| [[Yoyleberry]]<br />
| Cary Huang<br />
|<br />
|-<br />
| [[Lin]]<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Clock methods|Rubik's Clock]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Magic methods|Magic]]'''<br />
|-<br />
| ...<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Master Magic methods|Master Magic]]'''<br />
|-<br />
| [[Pochmann Method]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[Ooms]]<br />
| [[Alexander Ooms]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Skewb methods|Skewb]]'''<br />
|-<br />
| Sarah method<br />
| Sarah Strong<br />
| <br />
|-<br />
| Ranzha method<br />
| Brandon Harnish<br />
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL<br />
|<br />
|-<br />
| Frisk Method<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| Skrouxb<br />
| Ben Pang<br />
|<br />
|-<br />
| 1 Algorithm method<br />
| ??<br />
| FBF (Face by Face), CLL<br />
|<br />
|-<br />
| Kirjava-Meep Method<br />
| Kirjava-Meep<br />
| CLL, EG, L5C, TCLL<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's 360 methods|Rubik's 360]]'''<br />
|<br />
|-<br />
| ...<br />
| <br />
| <br />
|}<br />
<br />
== See also ==<br />
* [[Substep]]<br />
* [[:Category:Substeps|Common substeps]]<br />
* [[Algorithm Database]]<br />
* [[List of Subsets]]<br />
* [[Solving Variants]]<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.<br />
<br />
[[Category:Lists|methods]]<br />
[[Category:Lists of methods|methods]]</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=ZZ_method&diff=38504ZZ method2018-10-20T12:09:58Z<p>Papasmurf: </p>
<hr />
<div>{{Method Infobox<br />
|name=ZZ<br />
|image=Eoline.gif<br />
|proposers=[[Zbigniew Zborowski]]<br />
|year=2006<br />
|anames=<br />
|variants=ZZ-[[VH]], ZZ-a, ZZ-b, ZZ-c, ZZ-d, ZZ-Orbit, ZZ-[[WV]], [[MGLS-Z]], [[EJLS]]<br />
|steps=3 or 4 (depending on LL)<br />
|moves=44 with [[ZBLL]], 55 with [[OCLL]]/[[PLL]]<br />
|algs=20 to 537<br/>F2L: 0 to 40 <br/>LL: 20 to 497<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''ZZ method''' is a 3x3 speedsolving method created by [[Zbigniew Zborowski]] in 2006. The method is focused both on low move count and high turning speed; during the majority of [[F2L]], the solver only needs to make L, U, and R moves, which means that the solver's hands never leave the left and right sides of the cube, resulting in faster solving. In addition, edges are already oriented when the solver reaches the last layer, meaning the solver has fewer cases to deal with.<br />
<br />
==The Steps==<br />
* '''[[EOLine]]:''' This is the most distinctive part of the ZZ method. In this step, the solver orients all the edges while placing the DF and DB edges. The two edges and the bottom centre are the "line" in [[EOLine]]. This step puts the cube into an <L, U, R> group, meaning F, B, or D moves are not required for the remainder of the solve. Although this step may seem like a hinderance, it speeds up the F2L and LL.<br />
* '''[[ZZ F2L]]:''' The solver creates a 2x3x1 block on each side of the line via blockbuilding. Because one only needs to do L, U, and R moves, solving is very quick.<br />
* '''LL:''' The solver uses algorithms to solve the remaining pieces. Since the edges in the LL were oriented during EOLine, it can be completed in fewer moves and/or with fewer algorithms to learn.<br />
<br />
==Techniques==<br />
* '''[[Phasing]]''' During last slot, the LL edges are permuted using [[Phasing]] to permute opposite edges to be opposite using 3 different inserts. This reduces the amount of LL cases.<br />
* '''Corner Permutation''' The first block can be solved slightly differently or an alg can be used to permute the corners such that the rest of the solve can be done [[2-gen]]. <br />
<br />
==Variants==<br />
<br />
There are several variations of the ZZ method, each of which treats the [[F2L]] and [[LL]] differently:<br />
<br />
====Solving F2L and LL separately====<br />
* '''[[OCLL]] + [[PLL]]''' LL is solved using OCLL to orient the LL corners, then PLL is used to permute the LL. This is the simplest of all the variants and the most used when beginning to use ZZ. <br />
* '''[[OCELL]] + [[CPLL]]''' This is similar to using [[COLL]] + [[EPLL]], but more of the algorithms can be [[2-gen]]. First the LL corners are oriented and LL edges are permuted in one step, then the cube is completed with CPLL in the final step.<br />
* '''ZZ-a:''' [[ZBLL]], a subset of [[1LLL]] (one-look last layer), is used to solve the last layer with one alg. There are 493 cases and can be done with less algs by taking advantage of mirrors.<br />
* '''[[COLL]] + [[EPLL]]''', or ZZ-VH (sometimes mistakenly called ZZ-a). COLL is used to orient and permute the LL corners while preserving LL edge orientation (42 algorithms), EPLL is left to permute the LL edges (4 algorithms). Often used in OH solving because all EPLL's can be solved 2-gen.<br />
* '''[[NMLL]]''' completes the last layer when matching or non-matching blocks are used. The first step separates the colors belonging to the left and right layer. The second finishes permutation.<br />
*'''ZZ-top:''' During EOline, orient only the cross edges and F2L edges. After ZZF2L you will end up with the same last layer as CFOP, so you can just do OLL/PLL.<br />
<br />
====Influencing LL during F2L====<br />
* '''ZZ-b:''' During last slot, the LL edges are phased and [[ZZLL]] is used to solve the LL in one look.<br />
* '''[[ZZ-reduction]]''' During the Last Slot, the LL edges are phased and a 2-look orientation + permutation approach is used, with the phased edges preserved in the orientation step, resulting in a reduction of PLL cases down to 9 compared to 21 in full PLL. This is the least algorithm intensive 2-look method for solving the last layer of any [[2LLL]] method, needing 7 + 9 = 16 total algorithms.<br />
* '''ZZ-[[WV]]:''' Before the last corner-edge pair is solved, The LL corners are oriented with PLL left to be done.<br />
* '''ZZ-c:''' The last layer corners are oriented during insertion of the last F2L block. This system is similar to using [[Winter Variation]], but can be applied to ''any'' last block situation and uses many more algorithms. Conceptually, the comparison of ZZ-c with ZZ-WV is similar to the comparison of [[ZBLS]] with [[VH]].<br />
* '''[[ZZ-blah]]''' The last layer corners are ''disoriented'' during insertion of the last slot allowing the last layer to be solved using the Pi and H subsets of [[ZBLL]].<br />
* '''[[MGLS-Z]]''' During last slot, only the edge is placed. LL corner orientation and the final F2L corner are then solved in one step using [[CLS]]. Finally the solve is completed with [[PLL]].<br />
* '''[[EJLS]]''' Similar to MGLS-Z, but using less algorithms. During the F2L last slot the edge and corner are connected and placed, but the corner is not necessarily oriented. A subset of CLS is then used to orient the last slot corner along with the LL corners. [[PLL]] to finish.<br />
*'''[[ZZ-CT]]:''' This variant solves EO and all but one F2L slot, then inserts the last edge and orients corners in one algorithm, then solves the rest (PLL and one corner), again in one algorithm.<br />
*'''ZZ-LSE or ZZ-4c:''' Instead of solving EO and a line comprising of DF and DB, solve EO and then place the edges that go to UL and UR at DF and DR. After ZZF2L, you can then do COLL and then go directly into Roux LSE step 4c, which often is more efficient than EPLL.<br />
<br />
====Solving Corner Permuation during F2L====<br />
<br />
These methods solve Corner Permutation leaving the cube in a [[2-gen]] state.<br />
<br />
* '''ZZ-d:''' Just before the completion of the left block, corners are permuted and [[2GLL]] can be used to finish. Only a maximum of 2 additional moves are required to correctly solve CP. This process is called [[CPLS]]. However, the solver must determine the permutation of all the unsolved corners to execute this step; this is a slow process, which makes ZZ-d inappropriate for speed solving.<br />
* '''ZZ-Orbit:''' Corners are permuted during insertion of the last F2L's pair. Recognition is not so straight forward, but much faster than that of ZZ-d. Once performed, [[2GLL]] can be used for 1-look last layer. This has many similarities to [[CPLS]]+[[2GLL]], but was developed independently. Thread:[http://www.speedsolving.com/forum/showthread.php?34994-At-last-ZZ-method-has-been-COMPLETED!!!!!!!!&p=705181#post705181] Guide:[http://www.speedsolving.com/forum/showthread.php?43208-ZZ-Orbit-Guide]<br />
* '''ZZ-z: ''' After left block, CP is solved, then a 1x2x2 block is made on BDR and [[LPELL]] is used to permute the edges and finish F2L, and 2GLL is left to finish the solve.<br />
* '''ZZ-porky v1:''' Also known as ZZ-e. The D layer corners are put in the D layer (not neccessarily permuted) and alg is used to solve corner permutation. Post:[http://www.speedsolving.com/forum/showthread.php?20834-ZZ-ZB-Home-Thread&p=768029#post768029]<br />
*'''ZZ-Rainbow:''' A variant of ZZ-porky v1. After EOline, place the DFR and DRB corners in place and get the Left Block pieces in the L and U layers. Then either solve the first block<LU> or do a z rotation and then solving it RU. After first block, you have already done the setup moves for ZZ-porky v1, and so execute the ZZ-porky algorithm, then solve the rest of the cube 2-gen.<br />
*'''ZZ-porky v2:''' After solving the first square of ZZF2L, place the DRB and DRF corners and AUF the last first block corner to UBL. then execute an algorithm to permute the corners. Followingly, insert the last first block pair using only <LU> moves, then solve the rest of the cube with only <RU> moves.<br />
*'''CPLS+2GLL:''' After solving ZZF2L-1 slot, insert the edge. then insert the final corner while solving CP, then finish with 2GLL.<br />
<br />
====General Variants====<br />
*'''ZZ-snake pattern (ZZ-SP):''' After solving the first ZZF2L block on L, solve a 1x2x3 block on the top of the cube with <RU>, then rotate with a z' and solve the LL.<br />
<br />
== Pros ==<br />
* '''Reduced Move Set''': F2L is completed using only R, U and L turns and no cube rotations are required. This makes ZZ especially suited for one-handed solving.<br />
* '''Lookahead''': Pre-orientation of edges halves the F2L cases and makes edges easier to find and connect to blocks/corners. During a ZZ solve, the cube is typically held in the same orientation through out the solve which allows a memory map of pieces' correct locations to develop allowing fast/intuitive ability to place pieces without thinking/looking.<br />
* '''Efficiency''': With a blockbuilding-based F2L and pre-orientation of LL edges around 55 moves can be achieved without difficulty. Optimising F2L blockbuilding and adoption of more advanced LL systems such as [[ZBLL]] will reduce this move count significantly.<br />
* '''Ease of Learning''': Most of the difficulty in ZZ is confined to the EOLine stage. Intuitive blockbuilding during F2L is fairly easy to pick up and only 20 algorithms (assuming use of mirrors) are required to achieve a 2-look last layer with [[OCLL]]/[[PLL]].<br />
* '''Flexibility''': With edges pre-oriented many systems exist for completing the last layer in a ZZ solve, ranging from [[OCLL]]/[[PLL]] to [[ZBLL]]. A blockbuilding F2L also allows for the development of many short cuts and tricks as skill improves.<br />
<br />
== Cons ==<br />
* '''Reliance on Inspection''' - ZZ makes heavy use of inspection time, which is fine when 15 seconds is given, but in situations where no inspection is used it can be a drawback. For example, when using reduction on big cubes or within multi-solve scenarios starting a ZZ solve can be difficult. This isn't much more than other methods though.<br />
* '''Difficulty of EOLine''' - EOLine is weird to get used to at first. In order to plan and execute in one step and takes a ''long time'' to master. New users should expect it to take in the order of months to achieve full EOLine inspection in 15 seconds. In the interim, breaking it down into two steps (EO + Line) can be used as a fall-back.<br />
* '''2 Extra F2L Cubies to Solve''' - The first step of Fridrich (Cross) and ZZ (EOLine) are roughly comparable in terms of move-count. The remainder of F2L in ZZ requires solving of two more cubies (10 in total) than Fridrich slots (8 in total). However, freedom to fully rotate the L and R faces and the use of more efficient block building compensates for this apparent disadvantage.<br />
* '''Switching between L and R moves''' - On the other hand, this can feel weird. It takes some time getting used to and mastering. After one does master this though, f2l is really smooth.<br />
<br />
== Notable users ==<br />
* [[Conrad Rider]]<br />
* [[Phil Yu]]<br />
* [[Andrew Nathenson]]<br />
* [[Zbigniew Zborowski]]<br />
* [[Chris Tran]]<br />
<br />
== See also ==<br />
* [[EOLine]]<br />
* [[Edge Orientation]]<br />
* [[ZZ-blah]]<br />
* [[ZBLL]]<br />
* [[ZBLS]]<br />
* [[VH]]<br />
* [[Winter Variation]]<br />
* [[4Z4]]<br />
<br />
== External links ==<br />
* [http://cube.crider.co.uk/zz.php ZZ Method Tutorial]<br />
* [http://rubiks-cube.c0.pl/inne/eoline.htm EOLine Solver (Java)]<br />
* YouTube: [https://www.youtube.com/watch?v=4Wrm2MGrRS8 ZZ Beginner's Tutorial]<br />
* YouTube: [http://www.youtube.com/watch?v=a6tkUlkjnOE EOLine tutorial]<br />
* YouTube: [http://www.youtube.com/watch?v=AHJBsGwnvuQ ZZ Method Variations]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=5180 ZZ Speedcubing Method]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=8235 ZZ Cubers]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=20834 ZZ/ZB Home Thread]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=16020 ZZF2L Move Count]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=8871 Noob's Approach to Missing Link for ZZ-d]<br />
<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=4Z4&diff=385034Z42018-10-20T12:07:49Z<p>Papasmurf: Created page with "{{Method Infobox |name=4Z4 |image=Z4.gif |proposers= Joseph Tudor |year=2017 |anames= |variants= |steps= 10 |moves= 130? |algs= 52 (1 OLL parity, 42 COLL, 9 EPLL+parity) |..."</p>
<hr />
<div>{{Method Infobox<br />
|name=4Z4<br />
|image=Z4.gif<br />
|proposers= [[Joseph Tudor]]<br />
|year=2017<br />
|anames=<br />
|variants=<br />
|steps= 10<br />
|moves= 130?<br />
|algs= 52 (1 OLL parity, 42 COLL, 9 EPLL+parity)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Big Cubes]]<br />
}}<br />
== 4Z4 ==<br />
<br />
The '''4Z4''' method is a 4x4 speedsolving method for [[ZZ method]] solvers. It starts off with a redux stage very similar to the [[Yau method]]'s, but it ends with a ZZ finish, giving the preferable method for ZZ solvers while retaining the advantages that Yau has. It is a definite improvement over other ZZ based 4x4 methods such as [[Z4]] and [[NS4]] due to a lower movecount and better ergonomics.<br />
<br />
Currently, there are no notable solvers with 4Z4 as it is quite a new method, as well as there being very few ZZ solvers who are fast at 4x4.<br />
<br />
<br />
== Steps ==<br />
<br />
# Solve 2 opposite centres. These will be your L and R colours that you use for ZZ on 3x3.<br />
# Solve 3 pseudo cross edges on L. (These have to meet a specific requirement and will be explained later.)<br />
# Solve last 4 centres<br />
# Solve final pseudo cross edge<br />
# Pair last 8 edges using 3-2-3 edge pairing or your preferred edge pairing technique<br />
# Solve line. You do this by positioning the line edge that isn't in the pseudo cross in DR, and using an L move to place the other one at DL. You then do a D/D' to solve the line, then an L2 to positiont the pseudo cross in DL.<br />
# Solve edge orientation and do OLL parity<br />
# ZZ F2L<br />
# [[COLL]]<br />
# EPLL+Parity<br />
<br />
<br />
== The Pseudo Cross ==<br />
<br />
The pseudo cross needs to have these specific edges:<br />
*1 line edge<br />
*The left cross edge (and should match with your left centre)<br />
*2 edges that don't meet the other requirements (any E slice edge, any U layer edge and the opposite cross edge)<br />
<br />
It is generally considered better if you solve the line edge and the cross edge in the same relationship to each other every time (for example, opposite). Also, you don't technically have to solve the cross edge, but it limits the amount of L2 moves you have to do later on.<br />
<br />
== Edge Orientation ==<br />
<br />
The way you do edge orientation is identical to the way in Petrus, just you need to stretch the definition of a bad edge to any edge. You hold the cube so that the line and pseudo cross are in BD (which means tha your L/R colours are on F/B).<br />
<br />
There are 2 types of edges:<br />
*E slice<br />
*U/D layer<br />
<br />
If an E slice edge is in E, and the colour on F is opposite or the same as the centre colour, it is good. If it is not, it is bad.<br />
The inverse is true if the edge is on U/D. If the colour on U/D is opposite or the same to the colour of the centre on F, it is bad. If not, it is good.<br />
<br />
For a U/D edge, if the U/D colour is the same/opposite as the U/D centre and is on U/D it's good. If the U/D colour isn't matching to the F centre, it is good, but if it is, it's bad.<br />
<br />
You use R/L to flip edges, U/F to replace them, then undo the flip.<br />
<br />
The parity algorithm flips one edge and doesn't preserve F2L. You hold the edge in UF and with the line in the normal position, so you essentially orientate as many edges in petrus style as possible, then rotate to put your line in the normal position, do parity, then continue. This is the algorithm: Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'<br />
<br />
NB. If you are good at [[LEOR]], the line and EO step can be merged into one.<br />
== Last Layer ==<br />
<br />
For the last layer, you can use the same [[COLL]] algs as on 3x3, as you don't need to worry about orientation parity due to it being solved already.<br />
<br />
After COLL, you have EPLL+parity. There are the 4 normal [[EPLL]] cases (H-perm, Ua-perm, Ub-perm, Z-perm), plus the additional opposite swap, adjacent swap, Oa, Ob and W permutations.<br />
<br />
Opposite swap<br />
[[Image:Opppllparity.png|110px|]]<br />
{{Alg5|wca=r2 U2 r2 Uw2 r2 u2<br />
|sign=2R2 U2 2R2 u2 2R2 2U2<br />
|length=(12,6)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(Rw2 F2 U2) r2 (U2 F2 Rw2)<br />
|sign=(r2 F2 U2) 2R2 (U2 F2 r2)<br />
|length=(14,7)|name=|wide=N|author=Stefan Pochmann<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
<br />
Adjacent swap<br />
[[Image:Oadjpllparity.png|110px|]]<br />
{{Alg5|wca=(R U R' U') r2 U2 r2 Uw2 r2 Uw2 (U' R U' R')<br />
|sign=(R U R' U') 2R2 U2 2R2 u2 2R2 u2 (U' R U' R')<br />
|length=(20,14)|name=|wide=N|author=Chris Hardwick<br />
|url=http://www.stefan-pochmann.info/spocc/other_stuff/4x4_5x5_algs/?section=FixPermutationParity<br />
}}<br />
{{Alg5|wca=(R U R' U') (Rw2 F2 U2) r2 (U2 F2 Rw2) (U R U' R')<br />
|sign=(R U R' U') (r2 F2 U2) 2R2 (U2 F2 r2) (U R U' R')<br />
|length=(22,15)|name=|wide=N|author=Stefan Pochmann<br />
|url=<br />
}}<br />
<br />
Oa Permutation<br />
[[Image:Circ4cyccw.png|110px|]]<br />
{{Alg5|wca=M2 U M2 U M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U M2 U M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Ob Permutation<br />
[[Image:Circ4cy.png|110px|]]<br />
{{Alg5|wca=M2 U' M2 U' M' U2 l2 U2 r2 Uw2 r2 u2 M'<br />
|sign=M2 U' M2 U' M' U2 2L2 U2 2R2 u2 2R2 2U2 M'<br />
|length=(22,13)|name=|wide=N|author=<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
W permutation<br />
[[Image:Zigzag4cycdedges.png|110px|]]<br />
{{Alg5|wca=(U') R' U R' U' R' U' R' U R U' Uw2 r2 Uw2 r2 U2 Rw2<br />
|sign=(U') R' U R' U' R' U' R' U R U' u2 2R2 u2 2R2 U2 r2<br />
|length=(21,16)|name=SP04<br />
|wide=N|author=Stefan Pochmann<br />
|url=http://hem.bredband.net/_zlv_/rubiks/4x4/444pllpar.html<br />
}}<br />
<br />
Do the correct algorithm out of the 9, and you're done!<br />
== Example solve ==<br />
Scramble: R Uw B' Uw' Rw' B2 Uw2 B' Uw' L2 D' Fw' B F2 Uw' B2 F' U2 F D' Uw2 R' Rw L2 Fw B' Rw' U' L2 Rw' B' U D Uw R' F' Rw2 F2 B' Uw'<br />
<br />
z//inspection<br />
<br />
D U Rw' F' U2 Rw2 U Rw Uw2 U' y Rw U2 Rw'//F2C, L&R colours<br />
<br />
z F R U Rw U Rw' L' F//Pseudo cross<br />
<br />
L2 3Rw' U' 3Rw2 U Rw U' Rw2 3Rw U 3Rw2 U Rw U' Rw' 3Rw2 Rw2 U2 Rw2 U' 3Rw' Rw U Rw' Lw' L U2 Rw// L4C<br />
<br />
z' y' Uw2 R' U' R Uw2 F2//Solve pseudo cross<br />
<br />
Uw' F' U F L' U2 L y2 Uw2 U F U' F' Uw' y R U R' Uw' R U2 R' Uw//Pair edges<br />
<br />
z R2 L2 D L2//Solve line<br />
<br />
y L F L' y' R2 U Rw U2 Rw2 U' Rw' U2 Rw U2 Rw' U Rw2 U2 Rw2 U R2 U' Rw'//Edge orientation<br />
<br />
R' U R U L U L' R' U' R' U2 R' U R' U2 R U2 R' U R L' U' L//ZZ F2L<br />
<br />
U R' U L U' R U L'//COLL<br />
<br />
Rw2 F2 U2 Rw2 R2 U2 F2 Rw2 U2 //EPLL+Parity<br />
[https://alg.cubing.net/?puzzle=4x4x4&setup=R_Uw_B-_Uw-_Rw-_B2_Uw2_B-_Uw-_L2_D-_Fw-_B_F2_Uw-_B2_F-_U2_F_D-_Uw2_R-_Rw_L2_Fw_B-_Rw-_U-_L2_Rw-_B-_U_D_Uw_R-_F-_Rw2_F2_B-_Uw-&alg=z%2F%2Finspection%0AD_U_Rw-_F-_U2_Rw2_U_Rw_Uw2_U-_y_Rw_U2_Rw-%2F%2FF2C,_L%26R_colours%0Az_F_R_U_Rw_U_Rw-_L-_F%2F%2FPseudo_cross%0AL2_3Rw-_U-_3Rw2_U_Rw_U-_Rw2_3Rw_U_3Rw2_U_Rw_U-_Rw-_3Rw2_Rw2_U2_Rw2_U-_3Rw-_Rw_U_Rw-_Lw-_L_U2_Rw%2F%2F_L4C%0Az-_y-_Uw2_R-_U-_R_Uw2_F2%2F%2FSolve_pseudo_cross%0AUw-_F-_U_F_L-_U2_L_y2_Uw2_U_F_U-_F-_Uw-_y_R_U_R-_Uw-_R_U2_R-_Uw%2F%2FPair_edges%0Az_R2_L2_D_L2%2F%2FSolve_line%0Ay_L_F_L-_y-_R2_U_Rw_U2_Rw2_U-_Rw-_U2_Rw_U2_Rw-_U_Rw2_U2_Rw2_U_R2_U-_Rw-%2F%2FEdge_orientation%0AR-_U_R_U_L_U_L-_R-_U-_R-_U2_R-_U_R-_U2_R_U2_R-_U_R_L-_U-_L%2F%2FZZ_F2L%0AU_R-_U_L_U-_R_U_L-%2F%2FCOLL%0ARw2_F2_U2_Rw2_R2_U2_F2_Rw2_U2_%2F%2FEPLL%26%232b%3BParity]<br />
<br />
142 moves with double parity.<br />
<br />
== Advantages and Disadvantages ==<br />
<br />
Advantages:<br />
*Gives a ZZ finish for a similar movecount to Yau, with all of the advantages Yau has.<br />
*Better ways to deal with parity. The number of algs used in a solve with double parity is one less than with standard Yau with double parity, and PLL parity recognition is easier due to corners being solved.<br />
*The EO recognition is suitable for doing mid-solve, unlike with standard ZZ.<br />
*Due to the freedom of having a wider selection of edges for pseudo cross, it is more efficient than yau cross.<br />
<br />
Disadvantages:<br />
*Pseudo cross is more abstract than Yau cross, and therefore could be potentially slower as the recognition is harder.<br />
*More steps to do after reduction is done (2: line and EO).<br />
*Fewer pieces are directly solved in pseudo cross and EO compared to Yau and [[Hoya]] and [[Meyer]].<br />
<br />
<br />
== See also ==<br />
*[[ZZ]]<br />
*[[Z4]]<br />
*[[NS4]]<br />
*[[Petrus]]<br />
<br />
== External links ==<br />
*Lars Petrus' EO tutorial: [https://lar5.com/cube/fas3.html]<br />
*ZZ text tutorial (Conrad Rider): [http://cube.crider.co.uk/zz.php]<br />
*ZZ video tutorial (Phil Yu): [https://www.youtube.com/watch?v=Q9f-uHyHeQs&list=PLD9771CF83F13B110]</div>Papasmurfhttps://www.speedsolving.com/wiki/index.php?title=Speedsolving.com_Wiki:Requested_articles&diff=38499Speedsolving.com Wiki:Requested articles2018-10-19T17:31:58Z<p>Papasmurf: /* Methods and Substeps */</p>
<hr />
<div>See [[Speedsolving.com Wiki:Manual of Style]] before creating articles.<br />
<br />
== Templates ==<br />
* separate [[Template:Substep Header]] out of [[Template:Substep Infobox]]<br />
* [[Template:Partial Method Header]] and [[Template:Partial Method Infobox]]<br />
<br />
== Brands ==<br />
* [[Z]]<br />
* [[BaiTai]]<br />
<br />
== Books and Publications ==<br />
* ''[[Cracking the Cube]]''<br />
* ''[[Cubism For Fun]]'' newsletter<br />
* ''[[De Hongaarse Kubus!]]'' (''[[The Hungarian Cube!]]'' in English)<br />
* ''[[Rubik's Cubic Compendium]]''<br />
* ''[[Conquer the Cube in 45 Seconds]]''<br />
* ''[[The Winning Solution]]''<br />
<br />
== Competitions ==<br />
* [[US Nationals and Open 2008]] (Why was this deleted?)<br />
* [[CubingUSA Nationals 2018]] (US Nationals 2018)<br />
* [[Manhasset Spring 2016]]<br />
* [[European Rubik's Cube Championship 2012]]<br />
* [[European Rubik's Cube Championship 2014]]<br />
* [[European Rubik's Cube Championship 2016]]<br />
* [[European Rubik's Cube Championship 2018]]<br />
* [[Asian Championship 2012]]<br />
* [[Asian Championship 2014]]<br />
* [[Asian Championship 2016]]<br />
* [[Asian Championship 2018]]<br />
* [[South American Championship 2018]]<br />
* [[UK Championship 2016]]<br />
* [[UK Championship 2017]]<br />
* [[UK Rubik's Cube Championship 2015]]<br />
* [[UK Rubik's Cube Championship 2014]]<br />
* [[UK Rubik's Cube Championship 2013]]<br />
* [[UK Open 2012]]<br />
* [[UK Open 2011]]<br />
* [[UK Nationals 2010]]<br />
* [[UK Open 2010]]<br />
* [[UK Open 2009]]<br />
* [[UK Open 2008]]<br />
* [[UK Open 2007]]<br />
* [[UK Open 2006]]<br />
<br />
Eventual goal:<br />
* Make a page on all notable WCA competitions<br />
<br />
== Cubes ==<br />
* [[TheValk 3]]<br />
* [[TheValk 3 Power]]<br />
* [[GoCube]]<br />
<br />
== Cube Stores ==<br />
* [[CANcube]]<br />
* [[CubeSmith]]<br />
* [[CubeDepot]]<br />
* [[LighTake]]<br />
* [[CubeZZ]]<br />
* [[The Cube Market]]<br />
* [[Cubicle Pro Shop]]<br />
* [[Winning Moves]]<br />
<br />
== Events ==<br />
* [[3x3x3 no inspection]]<br />
<br />
== Groups and Organizations ==<br />
* [[/r/Cubers]] (r/Cubers, Cubers Subreddit)<br />
* [[You CAN Do the Rubik's Cube]]<br />
* [[Speedcubing.ro]]<br />
* [[CubeMania]] (Cubemania.org)<br />
* [[Stanford Rubik's Cube Club]]<br />
* [[Cubing World]]<br />
<br />
== Lawsuits ==<br />
* [[Cubicle Enterprises LLC v. Rubik's Brand Limited]] (2018)<br />
<br />
== Methods and Substeps ==<br />
* [[HKOLL]]<br />
* [[ZZ-HW]]<br />
* [[Stadler Method]]<br />
* [[27 algorithms]] method (Skewb)<br />
* Steps : [[Std LBL edges]], ...<br />
* [[3-2-3]]<br />
* [[6-2]]<br />
* [[3-2-2-2-3]]<br />
* [[2-2-2-2-2-2]]<br />
* [[TSR]]<br />
* [[L7E]]<br />
* [[WaterRoux]]<br />
* [[LMCF]]<br />
* [[Freestyle]] ([[Freestyle BLD]])<br />
* [[4 pairs]]<br />
* [[FOPP 1/4]]<br />
* [[3D-Edg (pcms var2)]]<br />
* [[Journey Method]] (for BLD)<br />
* [[House Method]] (BLD)<br />
* [[Story Method]] (BLD)<br />
* [[Auditory Method]] (BLD)<br />
* [[NISS]]<br />
* [[Insertion]] (FMC technique)<br />
* [[4Z4]] (4x4 method for ZZ)<br />
<br />
== Online Programs/Tools/Websites ==<br />
* [[Groupifier]] (by Jonatan Klosko, posted on CF)<br />
* [[CUBETimer]] (cubetimer.com)<br />
* [[VideoTimer]]<br />
* [[MinimalisTimer]]<br />
* [[RubeTimer]]<br />
* [[ImageCube]]<br />
* [[NxNImagecube]]<br />
* [[VisualCube]]<br />
* [[Algorithm Translator]]<br />
* [[NxMxL scrambler]]<br />
* [[QBX]]<br />
* [[Coracle]]<br />
* [[Fantasy Cubing]]<br />
* [[Cubecast Podcast]]<br />
* [[Cubecast 2.0]]<br />
<br />
== People ==<br />
* [[Tony Fisher]]<br />
* [[Tony Durham]]<br />
* [[Eva Kato]]<br />
* [[SeungBeom Cho (조승범)]]<br />
* [[Myles Casanas]]<br />
* [[Forte Shinko]]<br />
* [[James Hildreth]]<br />
* [[Thompson Clarke]]<br />
* [[Corey Sakowski]]<br />
* [[Alese Devin]] (JustKeepCubing)<br />
* [[Sam Snodgrass]] (Cubey Time)<br />
* [[Artur Kristof]] (Arcio)<br />
* [[Deven Nadudvari]]<br />
* [[Matt Rudnicki]]<br />
* [[Arthur Adams]]<br />
* [[Kavin Tangtartharakul]] (GuRoux)<br />
* [[Callum Hales-Jepp]]<br />
* [[Adam Polowski]]<br />
* [[Krzysztof Dąbrowski]]<br />
* [[Marcin Jakubowski]]<br />
* [[Kamil Pawlak]]<br />
* [[Adam Joks]]<br />
* [[Michał Bogdan]]<br />
* [[David Adams]]<br />
* [[Michał Burnicki]]<br />
* [[Angel Lim]]<br />
* [[Kalina Jakubowska]]<br />
* [[Marcin Stachura]]<br />
* [[Piotr Trząski]]<br />
* [[Grzegorz Pacewicz]]<br />
* [[Tristan Wright]]<br />
* [[Piotr Frankowski]]<br />
* [[Wojciech Szatanowski]]<br />
* [[Piotr Kuchta]]<br />
* [[Przyemysław Rogalski]]<br />
* [[Hubert Hanusiak]]<br />
* [[Robbie Villarica]]<br />
* [[Karolina Wiącek]]<br />
* [[Pavan Ravindra]]<br />
* [[Ziheng Ma]]<br />
* [[Yiwei Liu]]<br />
* [[Walker Welch]]<br />
* [[Sam Richard]]<br />
* [[Damian Bias]] (Cubeologist)<br />
* [[Dan Fast]] (CrazyBadCuber)<br />
* [[Daniel Wannamaker]]<br />
* [[Matthew Dickman]] (TehCubeDude)<br />
* [[Haaris Jamil]] (ParadoxCubing)<br />
* [[Sydney Weaver]]<br />
* [[Bhargav Narasimhan]]<br />
* [[Jiayu Wang]]<br />
* [[Blake Thompson]]<br />
* [[Alexander Carlier]]<br />
* [[Andy Denney]]<br />
* [[Joshua Feran]]<br />
* [[Mark Boyanowski]]<br />
* [[Justin Mallari]]<br />
* [[Yi-Fan Wu]]<br />
* [[Nathan Soria]]<br />
* [[Éder dos Santos]]<br />
* [[João Gabriel]]<br />
* [[Daan Krammar]]<br />
* [[Fabio Seiji]]<br />
* [[Will Callan]]<br />
* [[Gabriel Pitali]]<br />
* [[Gustavo Penaforte]]<br />
* [[Doug Li]]<br />
* [[Sam Boyles]]<br />
* [[Marlon Marques]]<br />
* [[Pedro Santos]]<br />
* [[Tommy Szeliga]]<br />
* [[Nathan Dwyer]]<br />
* [[Brandon Huang]]<br />
* [[Henry Savich]]<br />
* [[Rafael Cinoto]]<br />
* [[Cyril Castella]]<br />
* [[Guillaume Erbibou]] (Ofapel)<br />
* [[Olivier Polspoel]] (Spols)<br />
* [[Filippo Brancaleoni]]<br />
* [[Jeong Jong-Ho]] or [[Jong-Ho Jeong]]<br />
* [[Shivam Bansal]]<br />
* [[Kit Clement]]<br />
* [[Jeff Park]]<br />
* [[Christian Pizzasegola]]<br />
* [[Hilmar Magnusson]]<br />
* [[Joel Spang]]<br />
* [[Jonathan Irvin Gunawan]]<br />
* [[Alex Maass]]<br />
* [[Thomas Kaunzinger]]<br />
* [[Ian Moore]]<br />
* [[Lóreley Aiedail Tollaksdóttir Kuusisto]]<br />
* [[John Li]] (Teoidus)<br />
* [[Daniel Rose-Levine]]<br />
* [[Jacob Hutnyk]]<br />
* [[Gabriel Alejandro Orozco Casillas]]<br />
* [[Morten Arborg]]<br />
* [[Cristian Leana]]<br />
* [[Thomas Stadler]]<br />
* [[Björn Korbanka]]<br />
* [[Han-Cyun Chen]]<br />
* [[Kailong Li]]<br />
* [[Brayden Mossey]]<br />
* [[Daan Kramer]]<br />
* [[Shengliang Cai (蔡盛梁)]]<br />
* [[Jonathan Cookmeyer]]<br />
* [[Daniel Beyer]]<br />
* [[Damjan Zagorec]]<br />
<br />
== Products ==<br />
* [[Martian Lube]] (Martian lubricant)<br />
* [[Galaxy Lube]] (Galaxy lubricant)<br />
* [[Nebula Lube]] (Nebula lubricant)<br />
* [[Gravity Grip]]<br />
* [[Z Lube]]<br />
<br />
== Puzzle Types ==<br />
* [[4D cubing]], [[3x3x3x3]], [[4D solving algorithms]] (by puzzle), [[higher dimensions cubing]] <br />
* [[Dino cube]]<br />
* [[Helicopter cube]]<br />
* [[Constrained cube (90°)]]<br />
* [[Master Skewb]]<br />
* [[Crazy 4×4×4 cube (version 1)]]<br />
* [[Crazy 4×4×4 cube (version 2)]]<br />
* [[Square-2]]<br />
* [[Crazy 4×4×4 cube (version 3)]]<br />
* [[Labyrinth cube]]<br />
* [[Curvy Copter]]<br />
* [[Shepherd's cube]]<br />
* [[Rex cube]]<br />
* [[Latch Cube]]<br />
* [[Gear cube extreme]]<br />
* All NxNxN puzzles (N=0,1,14,15,16,18,21,22,23,24,25,26,27,28,29)<br />
* [[Golden Cube]]<br />
* [[Smart Egg]]<br />
* [[Pyracosaminx]]<br />
* [[Icosaminx]]<br />
* [[Super-X]]<br />
<br />
== Software ==<br />
* [[min2phase]]<br />
<br />
== Subsets ==<br />
* [[OLL-E]]<br />
* [[OCE(P)LL]]<br />
<br />
== Terminology ==<br />
* [[Singmaster Notation]]<br />
* [[SiGN]] notation<br />
* [[Factory solve]]<br />
* [[Washer]] (hardware)<br />
* [[torpedo]]<br />
* [[ball bearing]]<br />
* [[brand]]<br />
* [[Judge]]<br />
* [[magnetic cube]]<br />
* [[Per Special]]<br />
* [[WCA Candidate Delegate]]<br />
* [[Tension]] (tensions, tensioning)<br />
* [[Cube state]]<br />
* [[Sticker variation]]<br />
* [[Catch]] or [[Catches]]<br />
* [[Move]]/[[Turn]]<br />
* [[Sticker]]<br />
* [[Puzzle Hardware]]<br />
* [[Last Slot]]<br />
* [[Piece]]<br />
* Cube states : [[LL:EO+EP cube state]], [[LL:EO+CO+CP cube state]] ...<br />
* [[1gen]]<br />
* [[5gen]]<br />
* [[6gen]]<br />
* [[feet (hardware)]]<br />
* [[Case]] (as in "this OLL case")<br />
* Weight 0.1 through 8<br />
* [[brand]]<br />
* [[L3C cube state]]<br />
* [[3-cycle]]<br />
* [[Square Group]]<br />
* [[Timer]]<br />
* [[F2L-1E (D) cube state]]<br />
* [[5LLL]]<br />
* [[Look]]s (as in 1LLL, 2LLL, 4LLL, etc.)<br />
* [[15 puzzle]]<br />
* [[Sum of Ranks]] (discuss both Sum of Average Ranks and Single Ranks)<br />
* [[Sum of Average Ranks]]<br />
* [[Sum of Single Ranks]]<br />
<br />
== Other requests ==<br />
* delete protected file <nowiki>[[File:Thomascharms1155.jpg]]</nowiki> (vandalism)<br />
* fix all [[Special:DoubleRedirects]]<br />
<br />
[[Category:Speedsolving.com Wiki maintenance]]</div>Papasmurf