Difference between revisions of "ZZ-EF"

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Proposed as a zz edges first hybrid ZZ-EF is an attempt to make a decent edges first method
 
 
 
{{Method Infobox
 
{{Method Infobox
 
|name=ZZ-EF
 
|name=ZZ-EF
|image=
+
|image=ZZ-EF.png
 
|anames=ZZ-Edges First
 
|anames=ZZ-Edges First
 
|proposers=[[Matt DiPalma]]
 
|proposers=[[Matt DiPalma]]
 
|year=2014
 
|year=2014
|algs=
+
|algs=0-120
 +
|moves=50
 
|purpose=<sup></sup>
 
|purpose=<sup></sup>
 
* [[Speedsolving]]
 
* [[Speedsolving]]
 
}}
 
}}
  
'''ZZ-EF''' or '''ZZ-Edges 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.
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'''ZZ-EF''' or '''ZZ-Edges First''' is a variant of the [[ZZ method]] proposed by [[Matt DiPalma]] in 2016. This variant aims to maximize the occurrence of skips and easy cases, increasing the chance of lucky and thus fast solves.
  
 
== Steps ==
 
== Steps ==
 
# '''[[EOLine]]:''' Like in ZZ, the solve starts by [[Edge Orientation|orienting all edges]] and creating a line.
 
# '''[[EOLine]]:''' Like in ZZ, the solve starts by [[Edge Orientation|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 e-slice edges) and one F2L corner need to be solved correctly, the other three corners only need to form a 3-cycle which can be solved using a commutator, maximizing the chance of easier cases.
 
# '''Lucky [[ZZ F2L]]:''' The first two layers are solved <RUL(D)>-gen. While all F2L edges (two cross edges and four e-slice edges) and one F2L corner need to be solved correctly, the other three corners only need to form a 3-cycle which can be solved using a commutator, maximizing the chance of easier cases.
# '''[[Speed-Heise step]]:''' Using Speed-Heise algorithms during last slot, all edges are permuted and at least one corner solved, leaving a 3-cycle on the last layer.
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# '''Solving edges and one corner:''' Using [[Speed-Heise]] algorithms during last slot, all remaining edges are permuted and at least one corner solved, leaving one 3-cycle on the top and one on the bottom. This may also be done intuitively like in [[Heise]].
 
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# '''Two [[Commutator]]s:''' Two commutators are applied to solve the cube. One out of 27 times, only one commutator is required to solve the puzzle.
  
 
== Pros ==
 
== Pros ==
 +
* When the remaining edges and one corner are solved using a [[Heise]] approach, no memorized algorithms are required.
 +
* Due to the higher chance of lucky solves, faster singles are more common than in other methods.
  
 
== Cons ==
 
== Cons ==
 +
* Unless algorithms are memorized for the 3-cycles, one has to come up with them quickly and perform a rotation to solve the 3-cycle on the bottom.
 +
* During a speedsolve, it may be hard to quickly solve the corners in such a way that they form a 3-cycle because of recognition and more thinking required.
  
 
== See also ==
 
== See also ==
 
* [[Matt DiPalma]]
 
* [[Matt DiPalma]]
 
* [[ZZ method]]
 
* [[ZZ method]]
 +
* [[Speed-Heise]]
 +
* [[Heise]]
 +
* [[Commutator]]
  
 
== External links ==
 
== External links ==
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* YouTube: [https://youtu.be/jBlt8lmSlNQ Walkthrough solve]
 
* YouTube: [https://youtu.be/jBlt8lmSlNQ Walkthrough solve]
  
{{work}}
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[[Category:3x3x3 methods]]
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[[Category:3x3x3 speedsolving methods]]

Latest revision as of 15:27, 13 June 2020

ZZ-EF method
ZZ-EF.png
Information about the method
Proposer(s): Matt DiPalma
Proposed: 2014
Alt Names: ZZ-Edges First
Variants: none
No. Steps: unknown
No. Algs: 0-120
Avg Moves: 50
Purpose(s):

ZZ-EF or ZZ-Edges First is a variant of the ZZ method proposed by Matt DiPalma in 2016. This variant aims to maximize the occurrence of skips and easy cases, increasing the chance of lucky and thus fast solves.

Steps

  1. EOLine: Like in ZZ, the solve starts by orienting all edges and creating a line.
  2. Lucky ZZ F2L: The first two layers are solved <RUL(D)>-gen. While all F2L edges (two cross edges and four e-slice edges) and one F2L corner need to be solved correctly, the other three corners only need to form a 3-cycle which can be solved using a commutator, maximizing the chance of easier cases.
  3. Solving edges and one corner: Using Speed-Heise algorithms during last slot, all remaining edges are permuted and at least one corner solved, leaving one 3-cycle on the top and one on the bottom. This may also be done intuitively like in Heise.
  4. Two Commutators: Two commutators are applied to solve the cube. One out of 27 times, only one commutator is required to solve the puzzle.

Pros

  • When the remaining edges and one corner are solved using a Heise approach, no memorized algorithms are required.
  • Due to the higher chance of lucky solves, faster singles are more common than in other methods.

Cons

  • Unless algorithms are memorized for the 3-cycles, one has to come up with them quickly and perform a rotation to solve the 3-cycle on the bottom.
  • During a speedsolve, it may be hard to quickly solve the corners in such a way that they form a 3-cycle because of recognition and more thinking required.

See also

External links