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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
o OCLL/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 speedsolving.com wiki: OCLL
o speedsolving.com wiki: PLL
o Dan Harris's OLL Page (corners only)
o speedsolving.com: 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 speedcubing.com: 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 speedsolving.com: 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. speedsolving.com: ZZ Speedcubing Method
4. speedsolving.com: ZZ Cubers
5. speedsolving.com wiki: ZZ Method
6. speedsolving.com: 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.

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