Fridrich expansions

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Do R U' R'.
There are separate algorithms for cases where the pair is like that and when there's an F2L pair made. So the set up is making a pair so that you can insert in 3 moves normally. And the cases are pretty intuitive if you know a bit about edge orientation in F2L.
My bad, I thought VHF2L was when you had a pair already made and everything else was ZBF2L.

"Also, people have been saying 1LLL, but is it really a 1LLL if you have to recognize that you got a skip? If you can see the edges being solved at COLL then it would be, but otherwise?"

Sorry, I don't understand what you're saying here.
I always thought the amount of looks referred to the amount of times you had to recognize a case, not the amount of algs used. I think I got that from this page on Lucas Garron's site, http://cube.garron.us/algs/compOLL/,
It turns OLL into a 1-look, 2-alg process.
but after looking around I've found different definitions, so I'm not sure which is the right one.
 
No, VHF2L is quite a bit simpler :)
Only edge orientation with only two states possible for the last F2L pair.

I see what you're saying there.
I suppose you have to recognize two cases, VHF2L and COLL.
But it's a lot simplified with partial edge control for the first 3 pairxs.
 
No, VHF2L is quite a bit simpler :)
Only edge orientation with only two states possible for the last F2L pair.

I see what you're saying there.
I suppose you have to recognize two cases, VHF2L and COLL.
But it's a lot simplified with partial edge control for the first 3 pairxs.

What I was trying to get at was that you'd still have to recognize that you got a PLL skip, which is another look :p but I fail at explaining things.

Is partial edge control for the first three pairs just something like choosing between U R U' R' and R' F R F'? VHF2L is starting to sound interesting to try :) I might learn a couple cases and see what my times are like.
 
Yeah.
I'll try to get a good example on an edit.
I'm no expert, so this will be less than perfect.

VHF2L itself is a set of algorithms, but it uses the same principles as edge control.

Scramble: F D U2 L2 B2 L2 R2 U2 L2 B L B' R D F' L' B R' F R2 F' D F' B U

Cross color on D.

Cross: R' B' R U' L F2
Pair 1: L U2 L2 U' L
This isn't what I would do in speed yet, but in slow solves:
L U2 L' U, then do a y or y' and enjoy edge orientation.
Pair 2: y (right is new front) R U' R' U' L' U' L
This isn't a good example though...
 
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Another example:
Cross color on U

Scramble: R D' L R D R2 D2 U R2 L2 D2 F2 B' R' F U D' R' U D' L F B R2 U

Cross: x2 F L D2 L U2 L' U L2
LB and UR aren't oriented. Note that that there is a 3 move pair and a formed F2L pair, so we clear those first.
Pair 1: U' R' U' R
Wow, multislot :)
Pair 2: U2 L U' L'
Pair 3: U' L' U L
Ok, here's where it come in.
The easiest solution here is
d R' U R U' R' U' R, but that leaves two bad edges

So we do:
R U2 R', putting the bad edge in the slot so it can be flipped with a cube rotation and also separating the corner and the edge. Now you can form the pair after doing a y or y' (also a d or d' sometimes) and have edge orientation. Not that this isn't quite VH because the pair wasn't formed when we oriented the edges.

Overall, I don't suggest learning VH until you understand edge control, because you'll know how the algorithms work and you'll be able to apply the tricks without doing a full algorithm.
 
Another example:
Cross color on U

Scramble: R D' L R D R2 D2 U R2 L2 D2 F2 B' R' F U D' R' U D' L F B R2 U

Cross: x2 F L D2 L U2 L' U L2
LB and UR aren't oriented. Note that that there is a 3 move pair and a formed F2L pair, so we clear those first.
Pair 1: U' R' U' R
Wow, multislot :)
Pair 2: U2 L U' L'
Pair 3: U' L' U L
Ok, here's where it come in.
The easiest solution here is
d R' U R U' R' U' R, but that leaves two bad edges

So we do:
R U2 R', putting the bad edge in the slot so it can be flipped with a cube rotation and also separating the corner and the edge. Now you can form the pair after doing a y or y' (also a d or d' sometimes) and have edge orientation. Not that this isn't quite VH because the pair wasn't formed when we oriented the edges.

Overall, I don't suggest learning VH until you understand edge control, because you'll know how the algorithms work and you'll be able to apply the tricks without doing a full algorithm.

Hmm, that was very interesting, although I don't think it would speed me up very much at all to have the edges oriented unless I knew the COLL case. Thanks for typing that up, I appreciate it. Crazy easy F2L :p
 
If it's only a 3-4 move thing (like it was in the above examples) and you can do it on the fly, then orienting edges will still help because of 2 gen OLL. I'll look for other examples too.

Ahh, here's a good one.
Scramble: D R U2 F D R U R2 U R2 F2 U' L' F' B2 U' B' F2 D2 F' D' U' B2 U L
Cross on D

Cross: U2 R' F B' D B D
Pair 1: R U2 R' B' R B R'
The B moves are avoided with a slight cube rotation on x. Notice how we flipped the edge that was in RB and inserting the F2L pair without a y rotation, which is slower than an x rotation (for me at least).
Pair 2: D' U' F U' F' D
Notice how there are two bad edges left before this pair. This rearranges the bad edges do that you can fix them easier, and also sets up a multislot.
Finish F2L: U F U F' U' L U2 L2 U L

Usually, I don't come up with this epic multislots (it was an accident this time :P), but you can see how you rearrange the edges and wait for the right time to fix them. It's best if you can do a R' F R F' insertion instead of a R U' R', but sometime you have to take a few extra move.

EDIT: I think you were asking about VH and then I started explaining edge control, my bad. But hopefully this got you some understanding as to how it works.
 
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