Difference between revisions of "ZZEF"
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{{Method Infobox  {{Method Infobox  
name=ZZEF  name=ZZEF  
−  proposers=[[  +  image= 
−  year=  +  anames=ZZEdges First 
−  +  proposers=[[Matt DiPalma]]  
+  year=2014  
algs=  algs=  
purpose=<sup></sup>  purpose=<sup></sup>  
−  * [[  +  * [[Speedsolving]] 
}}  }}  
+  '''ZZEF''' or '''ZZEdges First''' is a variant of the [[ZZ method]] proposed by [[Matt DiPalma]] in 2016. Using special tricks, the chance of easy cases and skips is increased by a lot.  
−  ==Steps==  +  == Steps == 
−  +  # '''[[EOLine]]:''' Like in ZZ, the solve starts by [[Edge Orientationorienting all edges]] and creating a line.  
−  #  +  # '''Lucky [[ZZ F2L]]:''' The first two layers are solved <RUL(D)>gen. While all F2L edges (two cross edges and four eslice edges) and one F2L corner need to be solved correctly, the other three corners only need to form a 3cycle which can be solved using a commutator, maximizing the chance of easier cases. 
−  #  +  # '''[[SpeedHeise step]]:''' Using SpeedHeise algorithms during last slot, all edges are permuted and at least one corner solved, leaving a 3cycle on the last layer. 
−  
−  
−  
−  #  
−  
−  ==  +  
−  *  +  == Pros == 
−  *  +  
−  +  == Cons ==  
−  ==  +  
−  *  +  == See also == 
−  *  +  * [[Matt DiPalma]] 
+  * [[ZZ method]]  
+  
+  == External links ==  
+  * Speedsolving.com: [https://www.speedsolving.com/threads/zzedgesfirstdiscussion.50964/ Proposal]  
+  * YouTube: [https://youtu.be/jBlt8lmSlNQ Walkthrough solve]  
+  
+  {{work}} 
Revision as of 07:02, 10 May 2020
Proposed as a zz edges first hybrid ZZEF is an attempt to make a decent edges first method

ZZEF or ZZEdges First is a variant of the ZZ method proposed by Matt DiPalma in 2016. Using special tricks, the chance of easy cases and skips is increased by a lot.
Contents
Steps
 EOLine: Like in ZZ, the solve starts by orienting all edges and creating a line.
 Lucky ZZ F2L: The first two layers are solved <RUL(D)>gen. While all F2L edges (two cross edges and four eslice edges) and one F2L corner need to be solved correctly, the other three corners only need to form a 3cycle which can be solved using a commutator, maximizing the chance of easier cases.
 SpeedHeise step: Using SpeedHeise algorithms during last slot, all edges are permuted and at least one corner solved, leaving a 3cycle on the last layer.
Pros
Cons
See also
External links
 Speedsolving.com: Proposal
 YouTube: Walkthrough solve
