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.

If you're new to ZZ, the stripped down beginner version shows only the topics required to get you started.

[ beginner version | full version ]




This stage orients all edges on the cube (EO) while simultaneously placing the DF and DB edges (Line). This reduces the cube to the <L,R,U> group, meaning the rest of the cube can be solved by turning only the L, R and U faces.

EOLine 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: (1) Edge orientation followed by (2) placement of the line edges. Also known as "EO+Line".


F2L - The First Two Layers


This stage completes the first two layers by building two 1x2x3 blocks on either side of the Line made in the previous stage. Because all edges are now oriented it is possible to complete this stage using just R, U and L moves.


LL - The Last Layer

LL Because edge orientation is solved during EOLine and preserved during F2L, the last layer edges will always be oriented. This provides great number of options, ranging from a simple 20 algorithm 2-look system, all the way up to a 1-look system with up to 493 algorithms to learn.

Example Solves

These YouTube links below show examples of ZZ in action:

Click here for some detailed ZZ walkthroughs...

Back to Main Page

Below are some full ZZ walkthroughs, illustrating use of the various LL options.

    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

    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

    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 1x2x2 block: U' R U' R' U2 R U' R'
    LH 1x2x2 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

    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

    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

    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

Back to Main Page

References & Resources

  1. Zbigniew Zborowski's polish ZZ page (applet warning!)
  2. Michal Hordecki's ZZ Page
  3. ZZ/ZB Home Thread
  4. ZZ Speedcubing Method
  5. ZZ Cubers
  6. wiki: ZZ Method
  7. New method?
  8. YouTube: ZZ method tutorial
  9. YouTube: EOLine tutorial
  10. Bernard Helmstetter's Move Count Statistics
  11. Cube Explorer
  12. Lucas Garron's Algorithm Animator
  13. ZZF2L Move Count Analysis (by Lars Vandenbergh)
  14. ZZF2L Move Count

List of Terms

Last updated: 7th August 2016