Difference between revisions of "Zehta method"
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m (Reverted edits by Neene (talk) to last revision by Reirto-RRNF) Tag: Rollback |
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|variants=None | |variants=None | ||
|steps=7 | |steps=7 | ||
− | |moves=48- | + | |moves=48-60? |
|purpose=<sup></sup> | |purpose=<sup></sup> | ||
* [[Speedsolving]] | * [[Speedsolving]] | ||
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1. [[EOEdge]] | 1. [[EOEdge]] | ||
− | 2.FB: Solve a 1x2x3 block on the D layer, with 1x1x3 of the block in the DL position. | + | 2. FB: Solve a 1x2x3 block on the D layer, with 1x1x3 of the block in the DL position. |
− | 3.Belt: Finish E slice. | + | 3. Belt: Finish E slice. |
4. 6CO: Orient the 6 remaining corners using 71 algorithms | 4. 6CO: Orient the 6 remaining corners using 71 algorithms | ||
Line 34: | Line 34: | ||
==Pros== | ==Pros== | ||
− | No rotations | + | *No rotations |
− | + | *3 algorithmic steps instead of 2, allowing for higher TPS overall. | |
− | + | *Ergonomics: roughly 50% of the solve is entirely <RUD> gen. Another 17% is a guaranteed <MU> gen or <RU> gen | |
− | + | *Mid-solve pauses for recognizing [[EO]] are prevented | |
− | 3 algorithmic steps instead of 2, allowing for higher TPS overall. | ||
− | |||
− | Ergonomics: roughly 50% of the solve is entirely <RUD> gen. Another 17% is a guaranteed <MU> gen or <RU> gen | ||
==Cons== | ==Cons== | ||
+ | *Some 6CP algorithms have many R2 moves in a row. | ||
+ | *Adjusting both faces at the end has a higher chance to get a +2 or DNF. | ||
+ | *Transition between algorithmic steps is difficult to master. | ||
+ | *Movecount is higher compared to normal Mehta due to [[EOEdge]]. | ||
− | + | ==See also== | |
− | + | *[[Mehta]] | |
− | + | *[[ZZ-LOL]] | |
− | + | *[[Edge Orientation]] | |
− | + | *[[EOEdge]] | |
[[Category:3x3x3 methods]] | [[Category:3x3x3 methods]] | ||
[[Category:3x3x3 speedsolving methods]] | [[Category:3x3x3 speedsolving methods]] |
Latest revision as of 02:11, 28 November 2022
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Zehta method is a 3x3 speedsolving method created by Quoc Hung, a Vietnamese cuber.
It is a mix between ZZ-LOL and Mehta.
It focuses on all three factors: good finger trick, low moves count and high TPS.
Contents
Overview
1. EOEdge
2. FB: Solve a 1x2x3 block on the D layer, with 1x1x3 of the block in the DL position.
3. Belt: Finish E slice.
4. 6CO: Orient the 6 remaining corners using 71 algorithms
5. 6CP: Permute the 6 remaining corners using 47 algorithms
6. L5EP: Solve the cube by permuting the last 5 edges using 16 L5EP algorithms
(134 algorithms)
Pros
- No rotations
- 3 algorithmic steps instead of 2, allowing for higher TPS overall.
- Ergonomics: roughly 50% of the solve is entirely <RUD> gen. Another 17% is a guaranteed <MU> gen or <RU> gen
- Mid-solve pauses for recognizing EO are prevented
Cons
- Some 6CP algorithms have many R2 moves in a row.
- Adjusting both faces at the end has a higher chance to get a +2 or DNF.
- Transition between algorithmic steps is difficult to master.
- Movecount is higher compared to normal Mehta due to EOEdge.