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ZZ-blah

Is any work still being done on this method? It sounds very promising! I am planning to generate the algs for myself but am curious if you (blah) or anyone else is already in the process.
 
I agree, it seems like a fast variation with a decent number of algorithms. This is what I've observed between the variations:

ZZ-VH: Lots of moves, few algorithms; 6 OLL + 13 PLL = 19 algs.

Winter variation: Fewer moves (about 3), a tad faster, but more algorithms; 54 (or 27 for just R U' R' case) + 13 PLL = 67 algs (or 40)

The variation in this thread: The fewest moves, most likely the fastest, a hefty load of algorithms; intuitive corner orientation control + 1 LLL = 104, as is claimed in this thread (I don't know about mirrors/reversals :U)

I would say this variation is worth learning for sure. As you can clearly see, there is a trade-off for move count and algorithms to learn.

However, I'm doing my own little project of learning the full Winter/Summer variation (I like the seasonal theme X3). So far, I have learned 19 WV algs, and I know all the PLLs. Hopefully I will know all of WV by the end of the week. I've been learning about 2 per day; they're somewhat easy, mainly using L/U/R moves and only 8 long (they are optimal).

As I've posted in another thread, I have a collection of WV algs for whoever wants them:

http://web.mac.com/teisenmann/Tripod/winter.html

Looks like I'll need to generate Summer variation algs for R U R' cases SUNE! (PUN! HA HA HA. SUNE; SOON. GET IT? HA. HAAA...)
 
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Can you give me a link with the algs i am interested this days in 1LLL.And some help how will i get 0 corners oriented.

Thank's.
 
http://lh6.ggpht.com/_ktDMKpwYay8/Sw3HjNBwH8I/AAAAAAAAAD4/qYJzbl7HTfE/FullComplete.jpg

There's my Winter Variation image (not for regular F2L) and if you go from left to right, here are the ZZ-Blah solutions I've found:

1. (U) L'U2RU'R'U2L (Orients corners instead)
2. RU2R'
3. RU2R'
4. (U2) L'URU'M'
5. (U') RU'R'
6. RU2R'
7. L'URU'LU2R'
8. (U') RU'R'
9. (U') RU'R'
10. (U')RU'R' (Orients corners)
11. RU2R'
12. RU'R'URU2R'
13. (U') RUR'U'RU'R'
14. RU2R'
15. RU2R'
16. (U2) L'URU'M'
17. (U2) L'URU'M'
18. L'URU'LU2R'
19. (U) LU'RUL'UR' (Orients corners)
20. L'URU'LU2R' (Orients corners)
21. (U2) L'URU'M' (Orients corners)
22. (U') RUR'U'RU'R'
23. L'URU'LU2R'
24. (U') RU'R'
25. RU2R' (Orients corners)
26. (U') RUR'U'RU'R'
27. (U') RU'R'

4.77 average. There are probably shorter solutions.
 
Sorry that I am bumping this from the other page, but I thought it'd be appropriate to say that I am, in fact, still alive. Plus, here is a little surprise video from me:

http://www.youtube.com/watch?v=ETUsz9_CnCY

I know 3 minutes is a mediocre time for the 4x4, but people liked it... :P I used reduction + ZZ. This allows me to fix parity BEFORE I solve as a 3x3.

I haven't been cubing a lot lately. Sorry to desert this forum. :| I think I do not have a suitable mind for speedcubing, but I have enjoyed thinking about the myriad of techniques and methods.
 
Sorry that I am bumping this from the other page, but I thought it'd be appropriate to say that I am, in fact, still alive. Plus, here is a little surprise video from me:

http://www.youtube.com/watch?v=ETUsz9_CnCY

I know 3 minutes is a mediocre time for the 4x4, but people liked it... :P I used reduction + ZZ. This allows me to fix parity BEFORE I solve as a 3x3.

I haven't been cubing a lot lately. Sorry to desert this forum. :| I think I do not have a suitable mind for speedcubing, but I have enjoyed thinking about the myriad of techniques and methods.

:!

I did not know that was you! Gears showed me that video, and I didn't realise it was you. He said that he had talked to you before.
 
It's nice idea, but i guess that when you'll do ZZ WV it will get even better... from start you have all edges oriented and with WV/SV you don't have to do any OLLs

You don't have OLL in this method too.

And deorienting corners should be easier (twice as easy :) ) than orienting corners during last slot.

You could also combine blah with Anti-MGLS : ELS + Anti-CLS ... (again ther are more nice Anti CLS cases than nice CLS cases)

But I have heard of no one mastering the disorinentation step as fast as ... let say: phasing
 
is this thread alive?
i ve been following it, waiting for any news on zz-blah algorithm list...!
is this on wiki so that we can contribute...?

I posted a list of solutions on the previous page. A few orient all corners instead because it makes more sense for the case.
 
Hi everyone, Just thought l'd share the algorithms l use to control corner orientation for ZZ-blah. Only 9 algorithms are needed when the last F2L pair is formed, the average movecount is 6.30 moves.

Here are the algorithms for when the case is a R U R' insert. The movecount is 7.11 moves.
 
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Hi everyone, Just thought l'd share the algorithms l use to control corner orientation for ZZ-blah. Only 9 algorithms are needed when the last F2L pair is formed, the average movecount is 6.30 moves.

Awesome! Is the average movecount the same everytime if we restrict it to other subsets of ZBLL? (Like U and T or Pi and sune or something?)
 
i skipped through the thread again after months, there are alot of different ideas in here....


did i get the concept right that you disorient the LL corners during the last slot, to reduce the Last Layer to only H and Pi ZBLLs?


shouldnt it be 112 algs then, and not 72?
 
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