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I was searching on the internet if there is any way to force OLL sune or anti-sune. Why?I've just found a nice site with ZBLL cases and I think that if It would be possibility of forcing sune or antisune during last slot then we could solve sune+pll in one alg.
here is the link for antisune cases:
http://antros.ovh.org/cubing/cubemania/content/view/37/41/index.htm
Also I would like to know why there are cases that happened on my cube few times and there was no proper alg for it. Instead of getting cube solved i've ended with T perm etc. Is there something missing or what? I just cannot believe that I have to learn all 500 cases or more to solve last 2 steps much faster. Is learning all the algs is the only method or it can be somehow done using intuition? If yes I'd like to know how. I searched a lot but I still can't understand what is the meaning of all of this.
 
ZBLL just forces OLL skips, iirc. You could learn some simple WV or SV cases to force OLL skips when all the edges are oriented, but if you want a LL skip on your Last pair, that'd be ~1200 algs. Learn COLL to force an EP case for PLL (until you get a OLL skip), if that's what you're looking for. Forcing sunes might not be the fastest thing ever. It'd be the same number of algs to force an OLL skip with WV or SV. You could create a modification for those steps though to force sunes...
 
Maybe I do not understand something but I thought ZBLL is a mix of OLL+PLL to do this 2 steps in one alg. I thought its all about to instert last F2L slot in the way which make a cross on U and then use just one alg to orient all the corners and permute all the pieces in one alg. Why are you saying now it's forcing OLL skips.I still cannot understand why should it be helpful. If I can't force OLL skip(or short my solve by the other way) everytime I solve the cube its useless to learn. I can get few faster solves for example 10 seconds but that will be only few in lots of 15-19 second solves. I dont get the idea of learning this all. Please explain this to me. I know the intuitive way for solving F2L but I dont get intuitive way for forcing OLL skips and so on.Is there any good tutorial anywhere for WV or SV, ZBLL and so on?
 
ZBLL forces LL skips
WV/SV solves corners, which basically means OLL skip if you also orient the edges beforehand

edit:
tutorial for ZBLL is:
1. learn COLL to understand how the corners should go
2. from there, learn to detect edge stickers to understand how the edges should go

well that's actually more of a tutorial for recognition, but yeah, also not entirely sure if there's more for it, i do know ZZLL recognition is basically normal COLL stickers + UF edge sticker
 
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Hello,

I just ordered some cubes from lubix and i was wondering: how long does it take to come all the way to finland?

thanks..
 
ZBLL forces LL skips
WV/SV solves corners, which basically means OLL skip if you also orient the edges beforehand

eh? ZBLL doesn't force a LL skip, it solves the LL when edges are oriented.
and WV/SV don't solve corners, they orient them.
What I think Thunderbolt is asking about is extending ZBLS so that it orients LL edges + 1 corner(only). I don't know the details of it but I'd imagine that would make it much more complex than standard ZBLS (which by itself is already around 150 algs), so I can't see it being feasible. There may be a simpler way, if you're constantly managing the LL edges throughout the F2L so you only need to worry about preserving them and doing one corner on the last pair... but it's beyond me.
 
Well. I heard some people saying that table abuse has been banned? (i.e keeping the cube on table for turning in OH) . can someone please confirm this? Because that is how i have been used to practising and done in previous two comps .

I have heard no such thing. I doubt they would do it because it would raise the difficult questions of what actually constitutes table abuse and how to judge it fairly (cases of accidentally dropping the cube versus quickly dropping it on the table to help align a layer or something, etc.)
 
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