JasonK
Premium Member
I'm not exactly up to date on the multitudes of ZZ variations, but isn't this just ZZ-porky?
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Porkynator's new ZZ-d approach blows all of the other variants out of the water.
Correct me if I'm wrong, but isn't the "Bad + Adj" case supposed to be done on R face instead of F?
To Phil's point, maybe recog like CPLS but with some adjustments:
Place the two corners in DBR and UBL, and recog the corners UFR, UFL, and UBR. From here I think we should be able to recog CP.
AHombaker said:I looked into this today and here's what I found. It seems fairly simple, and I don't think I'm missing anything. As far as algs, I have no clue.
CP Recognition
1. Place 2 D corners in UBL and DBR (2 moves)
.......-Make note of the corner in DBR
2. Examine colors on FRU corner
.......-Find the other two corners with the same colors
.......-This will make an L shape on either the F, R, or U face
.......-If the L is on:
..............R or U, do an adjacent corner swap alg
..............F, move to step 3
3. Determine the case
.......a. The DBR corner is placed correctly:
..............-FRU and FLU are permuted correctly => opposite swap alg
..............-FRU and FLU swapped => correct CP
.......b. The DBR corner is incorrect:
..............-FRU and FLU are permuted correctly => correct CP
..............-FRU and FLU swapped => opposite swap alg
Pros:
-fast setup
-easy recognition
-little time wasted if CP is correct
Cons:
-must be done after first block (ZZ) instead of beginning of solve
I think that there would be two variations for this CP recognition: CP only (for ZZ), and EO/CP (for Petrus and CFOP)
As I mentioned in an earlier post, it doesn't really make sense to do CP after the first block. Instead it would probably just be faster to stick with PLL or CLL. Also, it doesn't really make sense to do CP if you're not going to do 2GLL. My recommended finish after this step would be Advanced Phasing + special Winter Variation algs for 2GLL (see my other thread on Phasing + WV). I feel like that three/four step method could be very efficient and fast. It would go like this:
1. 2x2x3 block
2. a. Place 2 D corners
.....b. EO/CP
3. Right block and phasing
4. WV
Example Solve:
B' L F R B' F U2 L' y' 2x2x3 (8/8)
R U Place D corners (2/10)
F' U' F EO/CP (3/13)
R2 U R' U2 R U2 R U R' U2 F2L (10/23)
U R U' R' Edge/Corner Phasing (4/27)
U R U2 R' U2 WV alg (5/31)
This example has an extremely low move count, but it shows the full potential of this method. Current WV algs average around 8 moves, but the new set for this would average more. Also, F2L will vary and I haven't figured out all the cases for EO/CP. Here's what I estimate:
2x2x3 ~13 moves
Place D corners 2 moves
EO/CP ~5 moves
F2L ~10 moves
Phasing 6 moves
WV alg ~10 moves
Total Avg: ~46 moves
Hey Everyone,
Bad + Adj: [F] U D R' U R D'