Difference between revisions of "ZZEF"
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RedstoneTim (talk  contribs) 
RedstoneTim (talk  contribs) 

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{{Method Infobox  {{Method Infobox  
name=ZZEF  name=ZZEF  
−  image=  +  image=ZZEF.png 
anames=ZZEdges First  anames=ZZEdges First  
proposers=[[Matt DiPalma]]  proposers=[[Matt DiPalma]]  
year=2014  year=2014  
−  algs=  +  algs=0120 
+  moves=50  
purpose=<sup></sup>  purpose=<sup></sup>  
* [[Speedsolving]]  * [[Speedsolving]]  
}}  }}  
−  '''ZZEF''' or '''ZZEdges First''' is a variant of the [[ZZ method]] proposed by [[Matt DiPalma]] in 2016.  +  '''ZZEF''' or '''ZZEdges 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 Orientationorienting all edges]] and creating a line.  # '''[[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.  # '''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.  
−  # '''  +  # '''Solving edges and one corner:''' Using [[SpeedHeise]] algorithms during last slot, all remaining edges are permuted and at least one corner solved, leaving one 3cycle on the top and one on the bottom. This may also be done intuitively like in [[Heise]]. 
−  +  # '''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 3cycles, one has to come up with them quickly and perform a rotation to solve the 3cycle on the bottom.  
+  * During a speedsolve, it may be hard to quickly solve the corners in such a way that they form a 3cycle because of recognition and more thinking required.  
== See also ==  == See also ==  
* [[Matt DiPalma]]  * [[Matt DiPalma]]  
* [[ZZ method]]  * [[ZZ method]]  
+  * [[SpeedHeise]]  
+  * [[Heise]]  
+  * [[Commutator]]  
== External links ==  == External links ==  
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* YouTube: [https://youtu.be/jBlt8lmSlNQ Walkthrough solve]  * YouTube: [https://youtu.be/jBlt8lmSlNQ Walkthrough solve]  
−  +  [[Category:3x3x3 methods]]  
+  [[Category:3x3x3 speedsolving methods]] 
Latest revision as of 15:27, 13 June 2020

ZZEF or ZZEdges 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.
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.
 Solving edges and one corner: Using SpeedHeise algorithms during last slot, all remaining edges are permuted and at least one corner solved, leaving one 3cycle on the top and one on the bottom. This may also be done intuitively like in Heise.
 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 3cycles, one has to come up with them quickly and perform a rotation to solve the 3cycle on the bottom.
 During a speedsolve, it may be hard to quickly solve the corners in such a way that they form a 3cycle because of recognition and more thinking required.
See also
External links
 Speedsolving.com: Proposal
 YouTube: Walkthrough solve