However, I have decided to skip the Sune, Anti Sune, and Double Sune sets since I'm sub one on the oll anyway. That leaves me with only 24! Yay!
Don't skip double Sune. You'll regret it
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
However, I have decided to skip the Sune, Anti Sune, and Double Sune sets since I'm sub one on the oll anyway. That leaves me with only 24! Yay!
Hay people! I've just finished my second all-nighter working on a ZZ cubing page. It explains EOLine and F2L in some detail, along with algs, diagrams, animations etc. Get it here:
http://cube.crider.co.uk
Let me know what you think .. if you have any comments or suggestions etc.
Now I need to get some ZZzzz's![]()
Its 167 distinct cases. You could learn an algorithm for each case, but you can get away with 80 if you mirror/inverse the cases.![]()
Where does 167 come from?
40 COLLs that preserve edges
40 COLLs that switch two opposite edges
A quarter? try going from about 300 to about 20... For most of the 41 F2L there are 8 different cases for the edges. Hence why VHF2L is "32 algs" but only one of those 8 has all the LL edges oriented. But then more than the LL edges are oriented, all of them are. That cuts out half of the 41 F2L cases leaving about 20.Right... I know all of these tough cases and use them, that is why I said for the 4th pair alg/intuition and not just intuition like I did for the 3rd pair. The point of ZBF2L is to orient the LL edges as I'm sure you know, so I don't know how that is even remotely applicable for the ZZ method. The only thing I can think of is that when doing the EOLine you ignore the LL edges and then the number of ZBF2L would be cut in half if you count mirrors as separate algs as you wouldn't have to mirror anything since the last edge is already oriented.
Actually, I think that figure of half would probably be less than a quarter in reality. Anyhoo ... the point is that ZBF2L cases where edges are already oriented are the ones which would apply. The point about the ZBF2L algs is that the cases with LL edges already oriented preserve LL edge orientation, where normal Fridrich F2L algs would destroy edge orientation. Its deffo worth a mention because a lot of work has already gone into generating these algs, which is something that the ZZ community can tap into for free
With regards to solving the '3rd pair' ... I just need to make sure we're talking about the same thing, and you aren't thinking in terms of EOCross. When I do ZZ its broken down into two 1x2x2 blocks and two 1x1x2 blocks. For any given side, its 1x2x2 comes before the 1x1x2. If I come across a connected case after completing the 1x2x2 block, I'll just pick a different set of pieces to build the next 1x2x2. If, however I've completed the two 1x2x2 blocks and both my remaining corner-edge pairs are connected then I'll apply my connected case algs. I do this because using the free 1x1x2 slot rarely, if ever results in an optimal move count. In addition, because you already know these algs, then you should be able to rattle them off really easily.
Yes look at macky's BLD edge tutorial. Don't read about how to orient the edges with this method, just what the definitions of oriented and misoriented edges are. I think the site you linked quotes the part you'd need from Macky's tutorial.
A short summary:
-U/D colors on U/D = good
-R/L colors on U/D = bad
For the middle slice edges:
U/D colors on F/B = good
U/D colors on R/L = bad
R/L colors on R/L = good
R/L colors on F/B = bad