Hi fellow ZZ-users !
I'm very interested in the ZZ-d variation, so first thanks and congrats porkynator for your work on this method !
I've practised your first approach for about 2 months now and I think it's already a very decent approach (very few cases, recognition not that bad after some practise). Your second approach seems even better (lower movecount, closer to the original ZZ-d definition), but I think it can even be simplified without losing its efficiency. I indeed prefer using the following variant :
It begins exactly like yours except after having placed the DFL corner in the UBL spot, you do a L'.
This way you just have to recognise CP like in your first approach.
The algs you can use in that case are the following :
No swap on U + D corners swapped : nothing to do (yay !) / L R U' R' / L R2 U' R depending on the position of the FL edge (your Pidgey case)
Diag swap on U + D corners ok : the same as above
No swap on U + D corners ok : L R U' R2 / L U2 R / L U' R2 (your Dragonite case)
Diag swap on U + D corners swapped : the same as above
Adj swap on U + D corners ok : place the 2 swapped corners on the left and do U2 R2 / U R' / U' R (actually just your Pikachu case)
Adj swap on U + D corners swapped : the same as above except you place the swapped corners on the right.
This reduces the number of cases to 6 and the number of algs to 8 so it's much easy to learn quickly (no more difficult than porky v1 actually).
And I don't think this variation has a higher average movecount than yours. The most frequent case (adj swap) also happens to have the shortest algs (2 moves every time, AUF included). Sometimes you might do an unnecessary AUF or L move, but it's a fair price to pay in my opinion.
By the way if I'm not mistaken your Charmander case doesn't exist and IS a Bulbasaur case... At least I generated a Charmander case and it could be solved with a Bulbasaur case. (If not can you provide an example where the Bulbasaur alg doesn't work ?)
And also may I know how you generated the algs ? Just by trial and error, observing the effect of a few moves on corner permutation ? Or do you have a more efficient way of proceeding ?
I ask that because I was thinking of generating algs that solve CP + the FL pair at the same time ; sometimes after CP you are left with a really bad F2L case that takes like 10 moves to be solved, which ruins the effort to save moves that you did, and I think this could be avoided. Most of the time the best solution might be CP + solve the pair, but it might be worth it to learn algs for the few nasty ones...
Let me know what you think, if I made a mistake, if you think this is stupid or if it was already proposed somewhere else
