4Chan
Premium Member
Benefits/Advantages:
ZZ-A is a good method, but it takes a lot of practice. People are lazy, and practice takes a lot of time.
What if we had a method of comparable move count, easier recognition, and way less cases to store in our heads?
Step 1: EOLine
Step 2: Get to last slot
Step 3: Insert the corner and orient the other corners (HLS)
Step 4: Solve everything all at once. (WLL)
For Step 3, most people look for the edge and the corner. With this method, you don't have to look for the edge, you just look at the corner and the orientation of just the U side.
This is basically CLS, but since you don't have to worry about edge permutation, the algs are simpler and nicer. So you get all the easy cases of WV, SV, OLS, VLS, RLS, etc etc etc.
The F2L edge that floats in the LL can be lined up with the side it belongs, and this makes it so that all rotationally symmetric cases will look the same in our heads.
This means that every LL case to solve everything is just 72 cases.
And a lot of those cases are stupid conjugate PLLs and a ton of them are conjugate ZBLLs ONLY from the L set.
So if you knew L-Set ZBLL and PLL, then you already know the algs to do 80%+ of the cases!
For recognition, the last layer is 100% oriented, so there's lots of blocks and very easy to recognize!
You may ask, how can it be 72 algs?
72 is because there are only 6 possibilities for corner permutation:
You may wonder, what about the OTHER diagonal swap? Due to rotational symmetry, there's only one set for diagonal swap!
So since there are 5 possibilities for corner swap, there are only 12 possibilities for edge swaps. Because we have the weird edge in the same place everytime, so not only does that remove rotational symmetries, every other edge in reference to that edge can only move in 12 possible ways.
So 6 * 12 = 72. ezpz.
For the 2gen set with no corner swaps, the algs are nice and short and flow decent too!
As for disadvantages, some of these algs are REALLY bad.
Like, REALLY BAD. If the case isn't a conjugated PLL or ZBLL, it's a really really bad case.
For example, you know how Summer Variation has some decent algs, but then there's one case that's just absolutively horrible?
The LL for this method is kinda like that.
So in summary, some closing thoughts:
This move count is roughly equal to ZZ+ZBLL, maybe more by a few turns.
At the highest level, the recognition/execution for ZBLL will be better.
This is a good method if you want to do 1LLL for a very low amount of algs.
Here is an example video:
(Jump to 4:20 to see LL example)
Here are some example solves:
Scramble #1: L F2 U' R2 B' D B2 L' F U' D2 B U2 F2 B' D2 L2 B' L2 B
EOLine: x' D B' F' L U F' D' L2 D'
F2L -1 : R' U' L' U' L U' L' U R2 L U2 L R U2 R U2 R
HLS: U' R U R' U' R U2 R' U R U' R'
WLL: U' R U R' U2 R' U R U' D' R U2 R' D R2 U R U' R' U' R' U (Conjugated L-Set ZBLL)
Scramble #2: D2 F U2 F2 B D2 B U' L' U2 B2 R2 U2 D2 B2 R2 D L2 D2
EOLine + 2 Blocks : x' B' R B L U' L2 D2 U R U' R' D
F2L -1 : R U' R' L' U L
HLS: U R U' R' U' R U' R2 U' R U' R' U2 R
WLL: U' R U2 R U R' F' R U2 R' U2 R' F R U R U2 R' U R' (Conjugated PLL R-Perm)
Scramble #3: L F D' F2 D F' D' L' U B' D2 B R2 U2 F2 U2 D2 L2 U2
EOLine: x' B L2 D' F L D
First Block: U R U2 R' U R'
Left Block: U' L U' L' U2 L2 U' R' U L
HLS: R U' x' U R' D R U' R' D'
WLL: R2 U R' U R' F R' F' R U' F' U F R2 U' R2 (urgh, some of these cases are so bad)
- 20% of the time, LL is just PLL
- 20% of the time, 2-gen SHORT LL
- 1/144 chance for LL skip
- LL looks like a PLL, easy to see headlights and blocks and easier to recognize than ZBLL
- ONLY 72 CASES FOR LL
- During LS you don't have to find the F2L edge, you just have to look at orientation of U layer.
ZZ-A is a good method, but it takes a lot of practice. People are lazy, and practice takes a lot of time.
What if we had a method of comparable move count, easier recognition, and way less cases to store in our heads?
Step 1: EOLine
Step 2: Get to last slot
Step 3: Insert the corner and orient the other corners (HLS)
Step 4: Solve everything all at once. (WLL)
For Step 3, most people look for the edge and the corner. With this method, you don't have to look for the edge, you just look at the corner and the orientation of just the U side.
This is basically CLS, but since you don't have to worry about edge permutation, the algs are simpler and nicer. So you get all the easy cases of WV, SV, OLS, VLS, RLS, etc etc etc.
The F2L edge that floats in the LL can be lined up with the side it belongs, and this makes it so that all rotationally symmetric cases will look the same in our heads.
This means that every LL case to solve everything is just 72 cases.
And a lot of those cases are stupid conjugate PLLs and a ton of them are conjugate ZBLLs ONLY from the L set.
So if you knew L-Set ZBLL and PLL, then you already know the algs to do 80%+ of the cases!
For recognition, the last layer is 100% oriented, so there's lots of blocks and very easy to recognize!
You may ask, how can it be 72 algs?
72 is because there are only 6 possibilities for corner permutation:
- No swap, all correctly permuted.
- Front swap
- Back swap
- Left swap
- Right swap
- Diagonal swap
You may wonder, what about the OTHER diagonal swap? Due to rotational symmetry, there's only one set for diagonal swap!
So since there are 5 possibilities for corner swap, there are only 12 possibilities for edge swaps. Because we have the weird edge in the same place everytime, so not only does that remove rotational symmetries, every other edge in reference to that edge can only move in 12 possible ways.
So 6 * 12 = 72. ezpz.
For the 2gen set with no corner swaps, the algs are nice and short and flow decent too!
As for disadvantages, some of these algs are REALLY bad.
Like, REALLY BAD. If the case isn't a conjugated PLL or ZBLL, it's a really really bad case.
For example, you know how Summer Variation has some decent algs, but then there's one case that's just absolutively horrible?
The LL for this method is kinda like that.
So in summary, some closing thoughts:
This move count is roughly equal to ZZ+ZBLL, maybe more by a few turns.
At the highest level, the recognition/execution for ZBLL will be better.
This is a good method if you want to do 1LLL for a very low amount of algs.
Here is an example video:
(Jump to 4:20 to see LL example)
Here are some example solves:
Scramble #1: L F2 U' R2 B' D B2 L' F U' D2 B U2 F2 B' D2 L2 B' L2 B
EOLine: x' D B' F' L U F' D' L2 D'
F2L -1 : R' U' L' U' L U' L' U R2 L U2 L R U2 R U2 R
HLS: U' R U R' U' R U2 R' U R U' R'
WLL: U' R U R' U2 R' U R U' D' R U2 R' D R2 U R U' R' U' R' U (Conjugated L-Set ZBLL)
Scramble #2: D2 F U2 F2 B D2 B U' L' U2 B2 R2 U2 D2 B2 R2 D L2 D2
EOLine + 2 Blocks : x' B' R B L U' L2 D2 U R U' R' D
F2L -1 : R U' R' L' U L
HLS: U R U' R' U' R U' R2 U' R U' R' U2 R
WLL: U' R U2 R U R' F' R U2 R' U2 R' F R U R U2 R' U R' (Conjugated PLL R-Perm)
Scramble #3: L F D' F2 D F' D' L' U B' D2 B R2 U2 F2 U2 D2 L2 U2
EOLine: x' B L2 D' F L D
First Block: U R U2 R' U R'
Left Block: U' L U' L' U2 L2 U' R' U L
HLS: R U' x' U R' D R U' R' D'
WLL: R2 U R' U R' F R' F' R U' F' U F R2 U' R2 (urgh, some of these cases are so bad)
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