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 ]
Contents
EOLine
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".
Contents
- Edge Orientation Detection
- Edge Orientation Strategy
- Edge Orientation Cases
- Combining the EO and Line Phases
- Optimising EOLine
- Fingertricks and Looking Ahead Into F2L
- Example EOLine Solves
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.
Contents
- Basic Block Building Strategy
- 1x2x2 Blocks
- 1x1x2 Blocks
- Algorithms for Special Cases
- D-layer 1x1x2s
- Corner Already Placed
- Edge Already Placed
- Connected Cubies
- Badly Connected Blocks
- Multiblocking
- Openslotting
- ZZF2L Lookahead / General Tips
LL - The Last Layer
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.Contents
Example Solves
These YouTube links below show examples of ZZ in action:- 3x3x3 17.58s Lodz Open 2011 - by Zbigniew Zborowski
- 8.13 OH single - by Phil Yu
- 10.88 Official Average, 9.40 Single - by Eli Lifland
- 11.90 ZZ2h 10 of 12 - by Phil Yu
- 9.95s ZZ solve - by Sam Hanna
- 3x3x3 Rubik's Cube 15.06 average - by Mateusz Kurek
- Two ZZ Solves - 14.37, 15.91 - by yurivish
- 15.82 ZZ solve - by nnitay6669
- 16.73 Avg of 12, with reconstructions - by Conrad Rider
Click here for some detailed ZZ walkthroughs...
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 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
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
Back to Main Page
References & Resources
- Zbigniew Zborowski's polish ZZ page (applet warning!)
- Michal Hordecki's ZZ Page
- speedsolving.com: ZZ/ZB Home Thread
- speedsolving.com: ZZ Speedcubing Method
- speedsolving.com: ZZ Cubers
- speedsolving.com wiki: ZZ Method
- speedsolving.com: New method?
- YouTube: ZZ method tutorial
- YouTube: EOLine tutorial
- Bernard Helmstetter's Move Count Statistics
- Cube Explorer
- Lucas Garron's Algorithm Animator
- ZZF2L Move Count Analysis (by Lars Vandenbergh)
- speedsolving.com: ZZF2L Move Count
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
Last updated: 7th August 2016