Bear in mind that there's no such thing as a "universally" correctly oriented edge. Different methods differently
define what correctly oriented edges are. In English, that means a white-blue piece on UF (with the white sticker on U) may be correctly oriented for method A, but it may also be wrongly oriented if you're using method B.
Here's the
definition of a correctly oriented edge for ZZ: If an edge can be solved, i.e. returned to its home position, using only
U U' U2 D D' D2 R R' R2 L L' L2 F2 B2
turns, then it's good, otherwise it's bad.
Going by the definition, you're not going to be able to identify bad edges as quickly as you would want to, so we come up with a few tricks to identify whether an edge is good or bad with just one glance.
Specifically for the ZZ method (and any other method that uses UDF2B2RL restrictions), here's how you determine whether an edge is good or bad with one glance:
1. Most people first look at U, then E, then D (I think

).
For U/D:
2. If a U/D sticker is on U/D, then it's good, don't bother looking at the other sticker.
3. If an R/L sticker is on U/D, then it's bad, don't bother looking at the other sticker.
4. If an F/B sticker is on U/D, look at the other sticker (i.e. the other sticker that's on the same edge piece as this F/B sticker), if the other sticker is a U/D sticker, it's bad, otherwise it's good.
For E: (IMPORTANT: First look out for
all the U/D stickers on E, then look at the other edges which do not have U/D stickers, otherwise you're gonna run into ambiguous situations.)
5. If U/D sticker is on F/B, it's good, don't bother checking the other sticker.
6. If U/D sticker is on R/L, it's bad, don't bother checking the other sticker.
7. If R/L sticker is on R/L, it's good (this automatically means F/B sticker is on F/B, i.e. R/L sticker on R/L iff F/B sticker on F/B iff edge is good), otherwise bad.