ZZ Method Tutorial
This page provides information for learning the ZZ method. ZZ is a
modern method for speed solving the Rubik's Cube, originally proposed
by Zbigniew Zborowski in 2006.[1] Michal Hordecki's ZZ Page provides a
good background and description of the ZZ method for those who aren't
already familiar with it.[2]
Interpretation of the algorithms presented here requires familiarity
with standard cube notation.
Contents
EOLine
o Edge Orientation Detection
o Edge Orientation Strategy
o Edge Orientation Cases
o Combining the EO and Line Phases
o Example EOLine Solves
F2L
o Basic Block Building Strategy
o 1x1x2 Blocks
o 1x2x2 Blocks
o Algorithms for Special Cases
o Corner Already Placed
o Edge Already Placed
o Connected Cubies
o Badly Connected Blocks
o Multiblocking
LL
oOCLL/PLL
o COLL/EPLL
o ZBLL
o F2LL
Example Solves
References
List of Terms
EOLine
This stage orients all edges on the cube (EO) while simultaneously
placing the DF and DB edges (Line). It takes an average of ~6.127
moves and a maximum of 9 moves,[2] but is without doubt the most
difficult part of the ZZ method. For this reason, it is often divided
into two sub-stages: Edge orientation followed by placement of the
line edges. Also known as "EO+Line".
An edge is defined as oriented if it can be solved using only R, L, U
and D face turns. If an edge cannot be solved using these face turns
then it is a misoriented or 'bad' edge. Once the DF/DB edges have
been placed, the cube is reduced to the <L,R,U> group, meaning the
whole of F2L can be completed by turning only the L, R and U faces.
Edge Orientation Detection
All visible edges on this cube are oriented.
All visible edges on this cube are misoriented.
You have a bad edge in the U/D layers if you see:
1. R/L colour on the U/D faces
2. U/D colour on the side faces
You have a bad edge in the mid-layer if you see:
1. R/L colour on the F/B faces
2. U/D colour on the L/R faces
Edge Orientation Strategy
A quarter turn of the F or B face causes its oriented edges to become
misoriented, and its misoriented edges to become oriented. Using F/B
quarter turns to orient up to four edges at a time is the core
technique behind edge orientation. NOTE: F2 and B2 turns do not
affect edge orientation. The following is a basic strategy for
orienting edges, based on the number of misoriented edges on the
cube.
0: Done, all edges are oriented.
Chances: 1/2048 ~ 0.05%
2: Move 1 to F/B and make an F/B quarter turn, swap newly
oriented edge with second misoriented one, without disturbing
any other F/B edges, and make the final F/B turn.
Chances: 66/2048 ~ 3.22%
4: Move all misoriented edges to F/B and make an F/B quarter
turn.
Chances: 495/2048 ~ 24.17%
6:Move 3 misoriented edges to F/B and make an F/B turn, 4
remain.
OR Treat as 4 + 2
Generally less efficient as it requires three F/B turns,
compared to the two required in the 3 + 3 strategy.
Chances: 924/2048 ~ 45.12%
8: Treat as 4 + 4
Chances: 495/2048 ~ 24.17%
10: Treat as 4 + 4 + 2
If you have this case, keep track of the two good edges, rather
than the 10 bad edges. Use the initial moves to move the two
good edges out of F/B, then turn both the F and B faces.
Finally deal with the two remaining bad edges.
Chances: 66/2048 ~ 3.22%
12: Treat as 4 + 4 + 4
This is a very rare case, but if you're lucky enough to
encounter it, immediately do an F and B turn and you're left
with four bad edges.
Chances: 1/2048 ~ 0.05%
These rules of thumb should help guide your decision making when
manipulating bad edges:
1. It is generally more efficient to chose the F/B face with most
bad edges already on it for your initial F/B turn.
2. It is generally less efficient if placement of a bad edge into
F/B removes another bad edge from F/B.
3. In cases with six or more bad edges, it is generally more
efficient to eliminate the bad edges using both F and B faces
rather than just one.
4. In cases with six or more bad edges, it is generally more
efficient if placement of a bad edge into a F/B face also
places another edge into the opposite F/B face.
5. Execution of F/B moves with only two opposite bad edges placed
is futile from an edge orientation perspective, but can be
useful for manipulation of line edges.
Edge Orientation Cases
Because there are over 2000 distinct edge orientation cases, it would
be impractical to memorise an algorithm for each one. Instead, learn
to recognise familiar EO patterns and the techniques which can be
used to solve them.
In the vast majority of solves, edge orientation is carried out in
groups of four. For this reason, a range of four-edge cases is
presented below, along with a complete set of techniques to place
them into the F-face. These techniques can just as easily be
reflected to apply to the B-face. Many cases have more than one
optimal solution, allowing a degree of freedom to help with placing
edges on the opposite face, or setting up the line edges.
Placing edges individually
Using F2/B2 to create openings
Moving three edges simultaneously
Moving two edges simultaneously
Combining 2-edge move with F2
Removing placed edges
Combining edge removal and F2
Combining the EO and Line Phases
When edge orientation starts to become more familiar, its possible to
start planning the line and integrating it into the edge-orientation
phase to achieve EOLine in one step. Start by integrating the line in
easy edge orientation cases (for example, where only two or four
edges are misoriented) and progress onto more complex cases as skill
level improves.
The easiest way to integrate the line is simply to work out where the
line edges will end up after edge orientation, so that final
placement can be planned and executed without looking. Although this
strategy is undoubtedly faster than EO+Line, it still uses the same
number of moves. By choosing the right way to orient edges it is
possible to make line placement much more efficient, and sometimes
eliminate the need for it altogether. The following describes how
this can be done.
We want to create a line in the D face. No matter how the line is
created, it eventually boils down to the following:
Goal 1: Line in DF/DB position
Goal 2: Line in DR/DL position followed by D/D' turn - less desirable
since it takes 1 extra move
With these two goals in mind we may rank possible line edge positions
according to their distance in moves from either of the goal states
(using HTM):
Distance from goal state 1 (group 1):
0: DF, DB (oriented)
1: UF, UB, DR, DL (oriented)
1: RF, LF, RB, LB (misoriented)
Distance from goal state 2 (group 2):
0: DL, DR (oriented)
1: FL BL, FR, BR, UL, UR, DF, DB (oriented)
2: FU, FD, BU, BD (misoriented)
Placing both line edges into either group 1 or group 2 will result in
a more efficient line unless they're positioned in such a way that
moving one into line disturbs the other. Use the positions in italics
with caution for this reason.
It turns out that if one edge ends up an group 1, while the other
ends up in group 2 it always leads to a difficult line (2+ moves,
most cases 3+).
An efficient line can be therefore be achieved by trying to move both
edge pieces into group 1 during edge orientation. If this requires
too many setup moves, aim for group 2, but try to avoid ending up
with 1 line edge in each group.
Example EOLine Solves
1. Scramble: F U2 D2 B2 U' F U' R' L' D R'
Observations: This case has 4 bad edges in positions UF, UL, DL
and DB. The basic edge orientation strategy will place all 4
edges into an F/B side and do an F/B turn. The DF line edge is
in the DR position and is oriented. The DB edge is in the RU
position and is misoriented.
EOLine: D' L' R' U2 B
Explanation: The initial D' move placed the oriented DF edge
into its line position. The L' R' U2 moves placed all
misoriented edges into the B-face, and placed the misoriented
DB edge into a group 1 position. The final B turn oriented the
4 bad edges and completed the line.
2. Scramble: F' B' U L2 D B R2 L2 U'
Observations: 8 misoriented edges, elimination in two groups of
4. Four bad edges already present in F face. DB and DF both in
group 1 positions in B face
EOLine: F D B U2 F2
Explanation: The initial F turn immediately removes 4 bad edges
to leave 4 remaining. The D turn positions the only remaining
bad edge not already in the B face. The B turn orients the last
4 edges, leaving the DF and DB edges in group 1 positions so
that the line can be completed with U2 F2.
3. Scramble: R F2 B' D' L U2 L2 D2 B
Observations: 6 misoriented edges. Most likely elimination as 3
+ 3 since generally more efficient. Both DF and DB edges are
misoriented. DF edge in group 1 position, while DB edge is
close to a group 1 position.
EOLine: B' U2 D' L' B F2
Explanation: The initial B' turn removes 3 bad edges to leave 4
remaining for elimination. The following U2 turn does two
things: Places a bad edge and moves DF closer to its group-1
goal position. D' and L' then place 2 more bad edges into the
B-face, while placing the DB edge into a group-1 position. B
orients the last 4 bad edges and places the DB edge, and
finally F2 places the DF edge to complete the line.
4. Scramble: R' D F2 R B' U F' D' F2
Observations: 8 edges are misoriented, so the basic orientation
strategy will be to eliminate 4 edges, twice. The F-face has 3
bad edges, which is more than the B-face which has 2. The DB
edge is in its correct position and oriented - also a group 1
position. The DF edge is in its correct position but
misoriented - a group 2 position.
EOLine: U F L B' D U B
Explanation: The initial U turn fills the F-face with bad edges
and F eliminates them. At this point the DF-edge is in a group
2 position, while the DB-edge is in a group 1 position. The
following L-turn brings the DF-edge into a group 1 position,
but now both line edges now perpendicular to each other in the
D-face. For this reason a B' turn is made to move the DB edge
out of the way and allow the DF-edge to be placed. Meanwhile
the number and location of bad edges is unaffected. The
following D and U turns place the 2 remaining bad edges, as
well as the DF-edge. The final B-turn orients the last 4 bad
edges and places the DB-edge.
F2L - Completing the First Two Layers
Basic Block Building Strategy
This stage completes the first two layers by building two 1x2x3
blocks on either side of the Line made in the previous stage. In
order to reduce this step into bite-sized chunks which can be
recognised and executed quickly, I split this step into four parts:
1. left-hand 1x2x2 block
2. right-hand 1x2x2 block
3. left-hand 1x1x2 block
4. right-hand 1x1x2 block
The order of execution depends on the situation. In general the 1x2x2
block should always come before its connecting 1x1x2 block, otherwise
more moves will be required later.
1x1x2 Blocks
Constructing the 1x1x2 blocks is usually done by connecting them in
the U layer, in a similar manner to Fridrich F2L. However, there are
no cube rotations, and only L, R and U moves are used. The three
basic cases are:
R U R'
R U R' U R U R'
R U' R' U' R U R'
R U2 R' U2 R U' R'
R U2 R' U R U' R'
R U' R' U2 R U R'
If the desired corner or edge pieces are not in the U layer, then
they'll need to be brought up before these cases can be applied. If
the required pieces are already in the U-layer, but connected
incorrectly they'll need to be separated before they can be solved.
1x2x2 Blocks
To build a 1x2x2 block you need a corner piece and two edge pieces (a
D-face edge and a mid-slice edge). Building the block involves first
building a 1x1x2 block with the corner and one edge piece. The other
edge is then placed into the correct mid-slice position (FL/BL/FR/BR)
and connected to its block by rotating the U-face.
Connection with D-face edge
Connection with mid-slice edge
Algorithms for Special Cases
The core blockbuilding techniques introduced above are the minimum
requirement for completing F2L intuitively. As familiarity with F2L
improves it may be desirable to optimise some of the more difficult
cases, for example where the desired cubies are connected
incorrectly. Its recommended that intuitive blockubilding is fully
understood before moving onto the F2L algorithms below.
The algorithms solve these cases optimally (unless stated otherwise),
without affecting edge orientation. They are applicable to all F2L
slots when reflected accordingly.
Corner Already Placed
R U2 R' U2 R U R'
(U) R U R' U' R U R'
L F2 U F2 U' F2 L'
L D F2 D' L2 U L
(U2) R' U' R' U' R' U R U R (sub opt)
R U' R' U R U' R'
Edge Already Placed
R U R' U2 R U R'
(U2) R U2 R' U R U R'
R U' R' U2 R U' R'
R2 U R2 U R2 U2 R2
(R U R' U')*3
(sub opt)
Connected Cubies
Each of the connected cases are split into three groups
1. Connected cubies in U layer, above their slot
2. As 1, but with the opposite slot free
3. Connected cubies occupying their slot
The initial moves in brackets position the block before the insertion
algorithm, so may not be necessary:
1. SAME COLOUR TOP
Above slot
F2 L D' L D L2 F2
R U' R U2' R2' U' R2 U' R2' (sub opt)
(U') R' U2 R' U R' U' R U2' R (sub opt)
R U R' U2 R U' R' U R U' R' (sub opt)
Using free slot
R U' R U R2 (D edge in FR)
In slot
L D' L' U L D L'
U R U R' U2 R U R' (sub opt)
2. OPPOSITE COLOURS TOP, COLUMN CASE
Above slot
R' U2 R2 U R2 U R
Using free slot
R' U2 R2 U R' (D edge placed)
R2 U2 R' U R' (D edge in UL)
In slot
See edge placed case #3...
3. OPPOSITE COLOURS TOP, L CASE
Above slot
(U') R U' R' U R U R'
Using free slot
(U') R2 U R U' R2 (D edge placed)
(U') R' U R U2 R2 (D edge in UL)
In slot
R U2 R U R' U R U2 R2
4. D-COLOUR TOP, SAME COLOURS SIDE
Above slot
(U2) R2 U2 R' U' R U' R2
R U R' U2 R U R' U' R U R' (sub opt)
(U) R U' R' U' R U' R' U R U' R' (sub opt)
Using free slot
R' U' R U' R2 (D edge in UL)
In slot
L' D2 L U2 L' D2 L
U' R U' R' U' R U2 R' (sub opt)
5. D-COLOUR TOP, OPPOSITE COLOURS SIDE
Above slot
R U2 R' U' R U R'
Using free slot
As above
In slot
R2 U2 R' U' R U' R' U2 R'
Badly Connected Blocks
1. Bad connection of block and D-face edge
Solutions
R' U' R U R2 U' R'
R' U2 R' U2 R U R'
Avoidance
R U2 R2 U' R'
U R' D' L F2 L' D
R' U2 R' D R' U R D'
U R2 U' R2 U' R2
2. Bad connection of block and mid-slice edge
Solutions
R2 D' R U R' D
Avoidance
U2 R U2 R' U' R2
Multiblocking
Sometimes a situation arises where multiple 1x1x2 blocks appear in
the U-layer. If both L an R slices are still free its fairly easy to
temporarily 'store' a block in one side while dealing with the other.
However, if one of the slices is already complete there is much less
room to manipulate the completed blocks without breaking them up. The
algs below show some optimal solutions to these cases. If a completed
block is already 'stored' in its L/R slice then rotate the side,
bringing the block into the U-layer to match one of the cases below.
Two parallel F2L blocks
DF edge free
R U R2 U2 R'
DF edge wedged between them
(U') R' U2 R U R' U' R2 U R
Two adjacent F2L blocks
DF edge in mid-slice
(U') R2' U R
DF edge placed
R U' R' U' R' U R
DF edge in U-layer
(U') R' U' R U2 R2 U2 R'
Adjacent F2L and D-layer blocks: D-layer block free
mid-slice edge in R-slice
R' U' R' U' R'
mid-slice edge in U-layer
(U) R' U2 R2 U2 R U R'
(U') R U R2 U2 R2 U' R
Adjacent F2L and D-layer blocks: F2L block free
mid-slice edge in R-slice
(U') R2 U D R' U2 R D' R
R' U' R' U R U2 R' U2 R'
R U' R2' U' R2 U R U' R'
mid-slice edge in U-layer
(U2) R' U R' D R' U2 R D'
(U') R' U' R U R2 U' R2 U' R
(U) R' U2 R' U2 R U R' U' R'
L' U R2 U' L U' R U' R2
Diagonally opposite F2L and D-layer blocks: edge in U-layer
mid-slice edge next to F2L block
(U) L' U R' U' R' L U2 R'
(U') R2 U' D R' U' R D' R
R' U R' U2 R' U R' U2 R
R' U' R' U2 R U R2 U' R'
mid-slice edge next to D-layer block
R' U2 L U' R' U L' U R'
(U) R' U' R U R2 U' R' U' R'
(U') R' U2 R U R2 U' R2 U' R
(U) R2 U R2 U2 R' U2 R' U R'
Diagonally opposite F2L and D-layer blocks: edge in R-slice
edge in FR
(U) R' U2 R'
edge in DR
(U') R2 D R' U2 R D' R
(U) L' U R U' R' L U2 R'
(U) R' U' R U R U' R' U' R'
edge in BR
(U') R2 U2 R2' U R U' R'
If you have a strong preference for one hand, cube rotations such as
z for left-hand blocks can sometimes make algorithm execution easier.
As a final note, it is possible to apply a subset of the ZBF2L
algorithms for the last two 1x1x2 blocks. Only the ZBF2L cases with
LL edges already oriented apply.
LL - The Last Layer
Numerous options exist for completing the last layer on a ZZ solve.
Notable options include:
OCLL/PLL: This orients the last layer corners in one step
(OCLL), then permutes the last layer corners and edges
simultaneously in the final step (PLL). This is similar to
Fridrich's OLL/PLL last layer, but much fewer OLL algorithms
are required since the last layer edges are already oriented.
OCLL requires a minimum of 6 algorithms and PLL requires a
minimum of 14, giving a total of 20 algorithms for both steps.
The average move count is 7.93 for OCLL and 11.21 for PLL which
gives a total of 19.14 moves average.[12] Using partial corner
control during insertion of the last 1x1x2 block eliminates the
H and Pi OCLL cases, allowing even fewer moves and faster algs
during OCLL or COLL.
Algorithms:
o [Link] wiki: OCLL
o [Link] wiki: PLL
o Dan Harris's OLL Page (corners only)
o [Link]: Partial Corner Control
COLL/EPLL (ZZ-VH): This orients and permutes the last layer
corners (without affecting edge orientation) in one step, then
permutes the last layer edges in the final step. This may be
preferred since it has a lower move count than OCLL/PLL, and is
regarded by some to have easier case recognition. Learning
COLL/EPLL is also a useful intermediate step to learning ZZLL
or ZBLL. COLL has 40 cases to recognise, solvable by 25 algs
min. EPLL is just 4 cases (and only 3 algs if U-perm is
mirrored) - a total of 28 for the whole LL. COLL is 9.78 moves
average, and EPLL is 8.75 average, yielding a move count of
18.53 (slightly fewer than OCLL/PLL).[12]
Algorithms:
o Rob Burton's COLL Page
o Jason Baum's COLL Page
o Dan Harris's COLL Page
o Lars Vandenbergh's COLL Page
o [Link]: COLL Page
ZBLL (ZZ-a): Often labelled as the holy grail of speed cubing,
this method completes the last layer by orienting the corners
and permuting the corners and edges, all in one step. It
involves 494 distinct cases, and requires learning a minimum of
177 algorithms assuming mirrors and inverses are applied.
Completing the last layer has an average move count of 12.08,
which is a significant advantage over the 2-look options.[12]
Algorithms:
o Bernard Helmstetter's ZBLL algs
o Chris Hardwick's ZBLL Page
o Jason Baum's ZBLL Page
o Lars Petrus's ZBLL Page (warning: many java applets!)
F2LL
During the final stages of F2L its possible to manipulate the last
layer cubies to reduce the number of LL cases. This partial solving
of LL during F2L is called F2LL. The following are examples of F2LL
options:
Phasing (ZZ-b or ZZLL): Involves permuting two opposite LL
edges during insertion of the final 1x1x2 F2L block. It is a
relatively lightweight technique, using an estimated average of
~2 moves. It reduces the number of LL cases from 494 to only
167, enabling completion in one step with knowledge of 80
algorithms. Phasing also serves as a useful transition between
COLL/EPLL and full ZBLL.
Further info:
o Michal Hordecki's ZZLL algorithms
o Michal Hordecki's Phasing algorithms
o James Stuber's ZZLL algorithms
o [Link]: Phasing Explained
Winter Variation (WV): This orients the LL corners during
insertion of the final 1x1x2 F2L block, reducing the last layer
to just PLL. It involves 27 cases and is said to have a lower
average move count than OCLL/PLL.
Algorithms:
o Sebastien Felix's WV Page
o Ostracod's WV Page
o Dragon Cube WV Page
MGLS: On the last F2L slot only the edge is placed. The CLS
part of the MGLS method then orients the LL corners, while
simultaneously placing the final D-face corner. This leaves
only PLL to complete the cube. There are a total of 105 cases
to recognise, solvable by a minimum of 56 algorithms, in an
average of ~9.5 moves. Its possible to reduce the number of CLS
algs required if the D-face corner is also placed along with
its edge, but not necessarily oriented. This results in a
subset of MGLS cases called EJF2L, solvable with a total of 16
fast 2-gen algorithms.
Algorithms:
o Lucas Garron's MGLS Page
o Cubefreak MGLS Section
o YouTube: EJF2L Tutorial
o YouTube: EJF2L Cases
Blah's Method: This de-orients the LL corners during insertion
of the final 1x1x2 F2L block, allowing completion of LL in one-
step using a reduced subset of ZBLL.[6]
Example Solves
Below are some example solves illustrating use of the various LL
options. For some real life ZZ solves, have a look at these YouTube
links:
ZZ Method Example Solve
Mateusz Kurek [Matthew] 3x3x3 Rubik's Cube 15.06 average
Two ZZ Solves - 14.37, 15.91
ZZ Method: 25.75 Avg of 5 (page author)
Scramble
B2 L F R2 B R L' F2 D' B F2 R U' D L' F2 D R2 F' U D L D2 B2 R'
EOLine (6 moves)
F R' U' L2 F D'
6 bad edges, three in F, one in B. Aiming for group 2 positions.
Immediate F leaves 4 bad edges, one in F. Careful placement of
remaining three bad edges results in DF edges in group-2 positions,
one move away from solution.
F2L (28 moves)
LH 1x2x2 block: U L U' L' U2 L'
RH 1x2x2 block: R' L' U' R U2 R2 U2 R
RH 1x1x2 block: U2 R2 U2 R' U' R U' R2
LH 1x1x2 block: U L U2 L' U' L
OCLL (9 moves)
U' r U R' U' L' U R U' x'
PLL (G-perm, 12 moves)
R2' u' R U' R U R' u R2 y R U' R'
55 moves slow fast
Scramble
L' F2 U' B2 F' R' B' R' U2 R L F B2 U B D' U2 F2 L U' F2 D2 F
D2 R
EOLine (6 moves)
R D' R' L2 F' B2
Four bad edges, two in F. Line edges set-up for group-1 line. Bad
edges placed into F-face, orientation places first line-edge.
F2L (28 moves)
RH 1x2x2 block: U L U2 R' L2 U2 R'
RH 1x1x2 block: U L2 U' R' U' R
LH 1x2x2 block: L2 U' L' U' L' U2 L'
LH 1x1x2 block: U' L' U' L U L' U2 L
COLL (Pi case, 14 moves)
U' F R2 U' R U' R U' R' U2 R' U R2 F'
EPLL (H-perm, 8 moves)
M2 U M2 U2 M2 U M2 U2
56 moves slow fast
Scramble
U' L' U F' R2 B F' R' F L R' B' D' U' B R2 B2 R B' F2 L D2 L'
D2 U2
EOLine (7 moves)
F' D' F' R U2 B D2
6 bad edges: 2 in F, 1 in B. Line edges in group-1 positions. Initial
F' moves bad edges in F to make placement easier, while maintaining
DB edge's group-1 position. D' placed bad edges into F and B. F' then
eliminates 3 bad edges (creating 1). R U2 places bad edges into B. B
then clears the last bad edges, preparing DF for placement. D2 places
the line edges.
F2L (22 moves)
RH 1x2x2 block: U2 R U R
LH 1x2x2 block: U' L' U2 L' U' L'
RH 1x1x2 block: U' R U' R' U2 R U' R'
LH 1x1x2 block: U L' U2 L
ZBLL (headlights case/AUF, 15 moves)
R2 D L' D2 R' U R D R' D U' L D' R' U
44 moves slow fast
Scramble
B' U' L B2 F2 R' B F2 L F U' R' F L' U B' L2 B' F2 R D' F2 R2
F2 D'
EOLine (5 moves)
B' L' F' L D'
8 bad edges: 4 in B, 3 in F. Line edges both in group 2 positions. B'
eliminates four edges while ensuring the completed 1x1x2 block is
preserved while placing the RH bad edge. L' places the last edge into
F. F' eliminates bad edges while preparing the DB edge for placement.
L D' places the line.
F2L (24 moves)
LH 1x2x2 block: L U2 R2 L U L'
RH 1x2x2 block: U R U2 R
RH 1x1x2 block: U' R U2 R' U R U' R'
LH 1x1x2 block: U L' U' L U2 L'
Phasing (6 moves)
U2 L U' L' U2 L
ZZLL (headlights case/AUF, 14 moves)
B U2 R U R' B' U R U2 R' B U2 B' U'
49 moves slow fast
Scramble
D' B U2 L2 D2 B2 R' B F R D F' U' D F D2 F2 L' B L R2 D2 F2 D2
U
EOLine (7 moves)
B D' F' D2 F' R' F'
12 bad edges: Four on B, three on F. Line edges in group 1. Initial B
creates 6-edge case. D creates 4-edge case on F in such a way that
future bad edge placement will also place the DB edge. F' eliminated
four edges and prepares DB for placement. D2 places one bad edge into
F while placing DB. F' fixes one bad edge. R' swaps fixed edge with
bad edge. F' eliminates final bad edges and places DF.
F2L (final block positioned for WV, 24 moves)
LH 1x2x2 block: U' L U R' U L
RH 1x2x2 block: U' R L U2 R U R
LH 1x1x2 block: U2 R U R' U' L'
RH 1x1x2 block: R U R' U R
WV (11 moves)
U2 L U' R' U R L' U R' U R
PLL (G-perm/AUF, 13 moves)
F2 D' L U' L U L' D F2 R U' R' U'
55 moves slow fast
Scramble
L U2 L' F L R2 D L2 U2 B' U' B' U R2 D' L U2 R D2 L U' L2 B L
U'
EOLine (6 moves)
B2 U' R2 B L' D
Four bad edges. B2 removes the bad edges from the BU and BR places
and makes space for RU and RB. B is chosen here because it allows the
DF edge to be placed in proper relation to the DB edge. D aligns the
line edges.
F2L (18 moves, setup for EJF2L)
RH 1x2x2 block: U R' L' U2 R' U'
LH 1x2x2 block: L' R' U R' U'
LH 1x1x2 block: L2 U2 R U L
RH 1x1x2 block: U2 R'
CLS (14 moves)
U2 R U' R' U R U2 R' L' U R U' L R'
PLL (F-perm/AUF, 16 moves)
U R U' R' U R2 y R U R' U' x U' R' U R U2 x' U2 y'
54 moves slow fast
References & Resources
1. Zbigniew Zborowski's polish ZZ page (applet warning!)
2. Michal Hordecki's ZZ Page
3. [Link]: ZZ Speedcubing Method
4. [Link]: ZZ Cubers
5. [Link] wiki: ZZ Method
6. [Link]: New method?
7. YouTube: EOLine tutorial
8. YouTube: ZZ method tutorial
9. YouTube: ZZ Method Variations
10. YouTube: ZZ Block building + Last Layer
11. YouTube: ZZ Method Example Solve
12. Bernard Helmstetter's Move Count Statistics
13. Cube Explorer
14. Johannes's Online Solver
15. Lucas Garron's Algorithm Animator
List of Terms
bad edge A misoriented edge
D-Face The lower surface of the cube
D-Layer The lower 1x3x3 block of cubies
DB The down-back edge
DF The down-front edge
EO Edge Orientation
EO+Line Edge Orientation followed by Line placement
EOLine Edge Orientation and Line placement executed as a single
step
F2L First Two Layers: The lower 2x3x3 block of the cube
HTM Half Turn Metric: Defines a quarter or half turn of any
face as a single move
line edges The DF and DB edges. When placed they form a line on
the D-face
LL Last Layer: The U-layer
mid-slice The middle horizontal layer of the cube, sandwiched
between the U and D layers (also known as the E-slice)
ZZ Zbigniew Zborowski: A Polish speedcuber and original
proposer of the ZZ method
Contact the Author
Copyright © 2009 Conrad Rider. All rights reserved.