Doug Lee | 1 Dec 2005 10:44
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Re: ZBF2L

That took me a few reads to understand, so allow me to explain 
another approach to this problem.

I use this method and I believe many other PLL users also do. But 
just to warn you, it is tailored towards a specific choice of G-Perm 
algs.

First, I determine that it is indeed a G-Perm by readily ruling out 
everything else according to the location of "blocks" (c/e pairs).

Assuming it is a G-Perm, I hold "the pair" (typical teamBld lingo 
for the two corners that are correct relative to each other), on the 
left. It is personal preference whether to just re-grip, or pre-
adjust U and re-grip.

Next (or really, at the same time) find "the block" (there should be 
precisely one and it should be on the r-layers). It can either be on 
the back, "upper right", "lower right", or front. (This is then 
sometimes numbered G1,G2,G3,G4, respectively for teamBld calls.)

If the block is on the back (UB+uBR), I start with the (R2u') 
trigger.
If it is on the "upper right" (UBR+UR), I start with a (R'U'R) 
trigger.
If it is on the "lower right" (UR+uFR), I start with a (RUR') 
trigger.
If the block is on the front (uFR+UF), I start with the (R2'u) 
trigger.

Notice the symmetry in this method.
(Continue reading)

Mike Bennett | 1 Dec 2005 11:26
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Re: ZBF2L

--- In zbmethod <at> yahoogroups.com, "Doug Lee" <d_funny007 <at> y...> wrote:
>
> That took me a few reads to understand, so allow me to explain 
> another approach to this problem.
> 
> I use this method and I believe many other PLL users also do. But 
> just to warn you, it is tailored towards a specific choice of G-Perm 
> algs.
> 
> First, I determine that it is indeed a G-Perm by readily ruling out 
> everything else according to the location of "blocks" (c/e pairs).
> 
> Assuming it is a G-Perm, I hold "the pair" (typical teamBld lingo 
> for the two corners that are correct relative to each other), on the 
> left. It is personal preference whether to just re-grip, or pre-
> adjust U and re-grip.
> 
> Next (or really, at the same time) find "the block" (there should be 
> precisely one and it should be on the r-layers). It can either be on 
> the back, "upper right", "lower right", or front. (This is then 
> sometimes numbered G1,G2,G3,G4, respectively for teamBld calls.)
> 
> If the block is on the back (UB+uBR), I start with the (R2u') 
> trigger.
> If it is on the "upper right" (UBR+UR), I start with a (R'U'R) 
> trigger.
> If it is on the "lower right" (UR+uFR), I start with a (RUR') 
> trigger.
> If the block is on the front (uFR+UF), I start with the (R2'u) 
> trigger.
(Continue reading)

Bob Burton | 1 Dec 2005 15:23

Re: ZBF2L

From my PLL page:

Cycling Three Corners & Three Edges
Though these look the trickiest to recognize, they are actually quite
simple.  I first AUF to solve the 1x1x2 block.  Then, I rotate the
cube such that the two corners that share the same color on the same
face are on the left side.  Then, based on whether the block is at the
back, front, far part of the right, or close part of the right, I know
whether to apply #14, #15, #16, or #17, respectively.

14 		2.233 	(R2' u' R U') (R U R' u R2) y (R U' R') 	This is fairly
easy to perform at high speeds, even though it looks the most
confusing.  Algorithms #14-#17 are all performed somewhat similarly
because they have some overlapping moves.

15 		1.867 	(R2' u) (R' U R' U' R u') R2' y' (R' U R) 	Ron showed me a
nice modification to this algorithm to make it flow a lot nicer.  It
is quite easy to perform with a little practice.

16 		2.567 	(R' U' R) y (R2' u R' U) (R U' R u' R2') 	This is the
inverse of #15.  Note how similar they look.  I perform this one
almost exactly the same way.

17 		2.100 	(R U R') y' (R2' u' R U') (R' U R' u R2) 	This is just the
inverse of #14.  I execute it very similarly because most of the moves
overlap in the same manner.

~ Bob

--- In zbmethod <at> yahoogroups.com, "Mike Bennett" <mikebennett_one <at> h...>
(Continue reading)


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