Tim Major
Platinum Member
This is not a joke thread. My idea, while learning WV, was to make a method almost exactly the same as ZB. There are some Major differences though, instead of orienting the edges during Zbf2l, to be the ll face's colour (let's use yellow), you orient the corners.
Lets talk about the movecount for this. It is a bit different to WV, because WV preserves the edges in their current positions. This requires more moves. WV algs are still fairly short, but this will make them much shorter.
It's not just WV though, because you need the other cases as well, whereas this would just be the R U' R' and L' U L cases, or in other words, cases with a pair already made. This is similar in moves to ZBf2l *I think*.
Then the LL. This is where it is superior to ZBLL. The LL requires far fewer algorithms. This is because their are 7 ZBLL OLLs, with their variations to learn, plus PLL, to account for OLL skips, whereas only 3 cases in this to have variations for plus PLL. This will help time for recognition as well.
Another good thing, is it is very easy to recognise the various cases. I cannot explain this, but get out your cube, and you will see how easily recognisable these cases are, compared to ZBLL cases.
Any thoughts? Or smart people with input? Plus, I don't know how to work out how many cases there would be, so could someone with seriously good cubing knowledge please say *cough*cmhardwick*cough*
I'm not dumb, however, I don't want to put a figure to each of these cases that are wrong, as then people will not take this seriously.
I name this the COM method, for Corner Orientation Method (CO would end up with COLL
), as I can't say my real name here
Please take this method seriously, and any flaws you see, and I will stand corrected. This is a way of ZB, with way fewer algorithms, and a much more awesome way of recognition. So if you thought of learning ZB, learn this instead.




Edit:
Breakdown of method.
1. Any method you want up until putting in the final f2l pair.
2. COMf2l. Orienting corners while solving pair.
3. COMLL. Finishing cube.
Edit 2:
Example solve soon to come.
Edit 3: Blah makes me sad.
Lets talk about the movecount for this. It is a bit different to WV, because WV preserves the edges in their current positions. This requires more moves. WV algs are still fairly short, but this will make them much shorter.
It's not just WV though, because you need the other cases as well, whereas this would just be the R U' R' and L' U L cases, or in other words, cases with a pair already made. This is similar in moves to ZBf2l *I think*.
Then the LL. This is where it is superior to ZBLL. The LL requires far fewer algorithms. This is because their are 7 ZBLL OLLs, with their variations to learn, plus PLL, to account for OLL skips, whereas only 3 cases in this to have variations for plus PLL. This will help time for recognition as well.
Another good thing, is it is very easy to recognise the various cases. I cannot explain this, but get out your cube, and you will see how easily recognisable these cases are, compared to ZBLL cases.
Any thoughts? Or smart people with input? Plus, I don't know how to work out how many cases there would be, so could someone with seriously good cubing knowledge please say *cough*cmhardwick*cough*
I'm not dumb, however, I don't want to put a figure to each of these cases that are wrong, as then people will not take this seriously.
I name this the COM method, for Corner Orientation Method (CO would end up with COLL
Please take this method seriously, and any flaws you see, and I will stand corrected. This is a way of ZB, with way fewer algorithms, and a much more awesome way of recognition. So if you thought of learning ZB, learn this instead.
Edit:
Breakdown of method.
1. Any method you want up until putting in the final f2l pair.
2. COMf2l. Orienting corners while solving pair.
3. COMLL. Finishing cube.
Edit 2:
Example solve soon to come.
Edit 3: Blah makes me sad.
Last edited: