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	<id>https://www.speedsolving.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MisterZB</id>
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	<updated>2026-10-21T06:37:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5953</id>
		<title>ZBLD</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5953"/>
		<updated>2009-11-26T01:02:23Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ZBLD&#039;&#039;&#039; uses ZBLL algorithms for blindfolded solving.&lt;br /&gt;
&lt;br /&gt;
It has 2 variations, ZBLD 3cycle and ZBLD 2cycle.&lt;br /&gt;
The benefit of ZBLD is the fact that the setup moves are the same as conventional methods, and it combines multiple steps into one step.&lt;br /&gt;
&lt;br /&gt;
The 3-cycle variation works best with preorientation of the edges and uses 2gen ZBLL algorithms to permute the edges whilst orienting the corners, simplifying the corner phase of the BLD solve.&lt;br /&gt;
&lt;br /&gt;
It uses around 90 algorithms in total, and uses the same setup moves as 3OP methods.&lt;br /&gt;
It can be considered the next step up in difficulty from 3OP, since 3OP uses a subset of the ZBLL algorithms.&lt;br /&gt;
&lt;br /&gt;
An example of 3-cycle ZBLD:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scramble: F D2 L&#039; B2 L2 U&#039; R2 U&#039; F&#039; D B2 D&#039; R&#039; B R D&#039; R U2 L U&#039; L2 R D&#039; R&#039; B2&lt;br /&gt;
&lt;br /&gt;
On the U layer, both UFL and UBL need a CCW twist, and DBL and DBR need a CW twist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orient Edges:&lt;br /&gt;
&lt;br /&gt;
S2, D&#039;, x, M&#039;, U, M&#039;, U, M&#039;, U, M&#039; U, M, U, M, U, M, U, M, U, x&#039;, D, S2&lt;br /&gt;
&lt;br /&gt;
Y&#039;, R, U, x, M&#039;, U, M&#039;, U, M&#039;, U2, M, U, M, U, M, U2, x&#039;, U&#039;, R&#039;, Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Permute Edges and Orient Corners Simultaneously:&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; FL -&amp;gt; RB (note that during setup, UFL and DBR are brought to the U layer and requires a CCW turn for UFL and a CW turn for DBR. This will look like a T set ZBLL.)&lt;br /&gt;
&lt;br /&gt;
L&#039;, R&#039;, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R),R, L&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; BD -&amp;gt; UR (In this edge permutation, the setup will bring BDL to the U layer, and we use UFR as a buffer, Since, BDL needs a CW twist, we will use an algorithm from the L set.)&lt;br /&gt;
&lt;br /&gt;
D, L2, U&#039;, (R, U2, R, U, R2, U, R&#039;, U&#039;, R, U, R&#039;, U2, R&#039;, U, R&#039;, U2) U, L2, D&#039;&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; DL -&amp;gt; UB (No ZBLL is needed, and a simple set up and edge cycle will suffice)&lt;br /&gt;
&lt;br /&gt;
L2, U&#039;, (M2, U&#039;, M, U2, M&#039;, U&#039;, M2) U, L2&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; UL -&amp;gt; FR (since UBL needs a CCW twist, and the set up conveniently places the UFR piece, we can use a fast T set ZBLL)&lt;br /&gt;
&lt;br /&gt;
R, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R) R&#039;&lt;br /&gt;
&lt;br /&gt;
There is now a parity, and so we save that for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we can solve corners in a simple 3 cycle way.&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; BDL -&amp;gt; UBL&lt;br /&gt;
&lt;br /&gt;
z2, Y, (R, U, R&#039;, U&#039;,)x3 (D2) (R, U, R&#039;, U&#039;,)x3 Y&#039;, z2&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; DFL -&amp;gt; URB&lt;br /&gt;
&lt;br /&gt;
L2 ( R&#039;, F, R&#039;, B2, R, F&#039;, R&#039;, B2, R2) L2&lt;br /&gt;
&lt;br /&gt;
My fix for parity is very inefficient, but I would do R2, and then U&#039; and then do the most common T perm(R, U, R&#039;, U&#039;, R&#039;, F, R2, U&#039;, R&#039;, U&#039;, R, U, R&#039;, F&#039;), then undo the setups with U, R2.&lt;br /&gt;
&lt;br /&gt;
From there, I can do L, and then D, R2, and then an H perm, followed by undoing the setups with R2, D&#039;, L&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 2-cycle variation is the next step in difficulty from pochmann&#039;s classic method for edges.&lt;br /&gt;
It also orients corners, but does not need preorientation of edges. It replaces the T, and J perms of classic pochmann with the 2 swap algorithms from ZBLL.&lt;br /&gt;
&lt;br /&gt;
It uses slightly less algorithms than 3-cycle ZBLD, but is not 2 gen.&lt;br /&gt;
It also uses the same setup moves as classic pochmann.&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:Blindsolving Methods]]&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5952</id>
		<title>ZBLD</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5952"/>
		<updated>2009-11-26T01:01:44Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ZBLD&#039;&#039;&#039; uses ZBLL algorithms for blindfolded solving.&lt;br /&gt;
&lt;br /&gt;
It has 2 variations, ZBLD 3cycle and ZBLD 2cycle.&lt;br /&gt;
The benefit of ZBLD is the fact that the setup moves are the same as conventional methods, and it combines multiple steps into one step.&lt;br /&gt;
&lt;br /&gt;
The 3-cycle variation works best with preorientation of the edges and uses 2gen ZBLL algorithms to permute the edges whilst orienting the corners, simplifying the corner phase of the BLD solve.&lt;br /&gt;
&lt;br /&gt;
It uses around 90 algorithms in total, and uses the same setup moves as 3OP methods.&lt;br /&gt;
It can be considered the next step up in difficulty from 3OP, since 3OP uses a subset of the ZBLL algorithms.&lt;br /&gt;
&lt;br /&gt;
An example of 3-cycle ZBLD:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scramble: F D2 L&#039; B2 L2 U&#039; R2 U&#039; F&#039; D B2 D&#039; R&#039; B R D&#039; R U2 L U&#039; L2 R D&#039; R&#039; B2&lt;br /&gt;
&lt;br /&gt;
On the U layer, both UFL and UBL need a CCW twist, and DBL and DBR need a CW twist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orient Edges:&lt;br /&gt;
&lt;br /&gt;
S2, D&#039;, x, M&#039;, U, M&#039;, U, M&#039;, U, M&#039; U, M, U, M, U, M, U, M, U, x&#039;, D, S2&lt;br /&gt;
&lt;br /&gt;
Y&#039;, R, U, x, M&#039;, U, M&#039;, U, M&#039;, U2, M, U, M, U, M, U2, x&#039;, U&#039;, R&#039;, Y&lt;br /&gt;
&lt;br /&gt;
Permute Edges and Orient Corners Simultaneously:&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; FL -&amp;gt; RB (note that during setup, UFL and DBR are brought to the U layer and requires a CCW turn for UFL and a CW turn for DBR. This will look like a T set ZBLL.)&lt;br /&gt;
&lt;br /&gt;
L&#039;, R&#039;, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R),R, L&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; BD -&amp;gt; UR (In this edge permutation, the setup will bring BDL to the U layer, and we use UFR as a buffer, Since, BDL needs a CW twist, we will use an algorithm from the L set.)&lt;br /&gt;
&lt;br /&gt;
D, L2, U&#039;, (R, U2, R, U, R2, U, R&#039;, U&#039;, R, U, R&#039;, U2, R&#039;, U, R&#039;, U2) U, L2, D&#039;&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; DL -&amp;gt; UB (No ZBLL is needed, and a simple set up and edge cycle will suffice)&lt;br /&gt;
&lt;br /&gt;
L2, U&#039;, (M2, U&#039;, M, U2, M&#039;, U&#039;, M2) U, L2&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; UL -&amp;gt; FR (since UBL needs a CCW twist, and the set up convieniently places the UFR piece, we can use a fast T set ZBLL)&lt;br /&gt;
&lt;br /&gt;
R, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R) R&#039;&lt;br /&gt;
&lt;br /&gt;
There is now a parity, and so we save that for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we can solve corners in a simple 3 cycle way.&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; BDL -&amp;gt; UBL&lt;br /&gt;
&lt;br /&gt;
z2, Y, (R, U, R&#039;, U&#039;,)x3 (D2) (R, U, R&#039;, U&#039;,)x3 Y&#039;, z2&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; DFL -&amp;gt; URB&lt;br /&gt;
&lt;br /&gt;
L2 ( R&#039;, F, R&#039;, B2, R, F&#039;, R&#039;, B2, R2) L2&lt;br /&gt;
&lt;br /&gt;
My fix for parity is very inefficient, but I would do R2, and then U&#039; and then do the most common T perm(R, U, R&#039;, U&#039;, R&#039;, F, R2, U&#039;, R&#039;, U&#039;, R, U, R&#039;, F&#039;), then undo the setups with U, R2.&lt;br /&gt;
&lt;br /&gt;
From there, I can do L, and then D, R2, and then an H perm, followed by undoing the setups with R2, D&#039;, L&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 2-cycle variation is the next step in difficulty from pochmann&#039;s classic method for edges.&lt;br /&gt;
It also orients corners, but does not need preorientation of edges. It replaces the T, and J perms of classic pochmann with the 2 swap algorithms from ZBLL.&lt;br /&gt;
&lt;br /&gt;
It uses slightly less algorithms than 3-cycle ZBLD, but is not 2 gen.&lt;br /&gt;
It also uses the same setup moves as classic pochmann.&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:Blindsolving Methods]]&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Methods&amp;diff=5951</id>
		<title>Category:Methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Methods&amp;diff=5951"/>
		<updated>2009-11-26T00:59:32Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: /* Complete List of Methods by Purpose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Methods used to solve all or part of various cubes/puzzles&lt;br /&gt;
&lt;br /&gt;
== Complete List of Methods by Purpose ==&lt;br /&gt;
&lt;br /&gt;
Presented below is a complete list of methods (and their variants) for solving various twisty puzzles. Use the Wiki links in the table to find out more about each method, or the methods in each category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;TablePager&amp;quot; style=&amp;quot;padding:3px; border-spacing:0&amp;quot;&lt;br /&gt;
!| Name&lt;br /&gt;
!| Original Proposer(s)&lt;br /&gt;
!| Variants&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;[[:Category:2x2x2 Beginner Methods | 2x2 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| Waterman Last Layer&lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Guimond]]&lt;br /&gt;
| Conrad Rider&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:2x2x2 Speedsolving Methods | 2x2 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ortega]]&lt;br /&gt;
| Victor Ortega,&amp;lt;br/&amp;gt;Josef Jelinek&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Guimond]]&lt;br /&gt;
| Gaétan Guimond&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]] ([[CLL]])&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[EG]]&lt;br /&gt;
| Erik Akkersdijk, Gunnar Krig&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[OFOTA]]&lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[SS]]&lt;br /&gt;
| Stern-Sun&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[js2]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Beginner Methods | 3x3 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| [[Keyhole]], [[XG]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Corners First]]&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Edges First]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Petrus]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[8355]]&lt;br /&gt;
| Reheart Sheu&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[ZZ]]&lt;br /&gt;
| Zbigniew Zborowski&lt;br /&gt;
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],&amp;lt;br/&amp;gt;[[ZZ-WV]], [[MGLS | MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]],[[jsls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]]&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Tripod]]&lt;br /&gt;
| Michael Gottlieb&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]/[[:Category:SpeedBLD Methods|SpeedBLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[CFOP]] (Fridrich)&lt;br /&gt;
| Jessica Fridrich,&amp;lt;br/&amp;gt;and others&lt;br /&gt;
| [[CLL]]/[[ELL]], [[VH]], [[ZB]], [[MGLS | MGLS-F]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]/[[Fewest Moves Techniques|FMC]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrus]]&lt;br /&gt;
| Lars Petrus &lt;br /&gt;
| [[JTLE]], [[EJLS]], [[MGLS | MGLS-P]],[[jsls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Roux]]&lt;br /&gt;
| Gilles Roux&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Heise]]&lt;br /&gt;
| Ryan Heise&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods | 3x3 BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[3OP]]&lt;br /&gt;
| John White?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Old Pochmann]]&lt;br /&gt;
| Stefan Pochmann&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[M2/R2]]&lt;br /&gt;
| Stephen Pochmann&lt;br /&gt;
| Deadalnix ([[M2]]),&amp;lt;br/&amp;gt;Freestyle for Dummies ([[R2]])&lt;br /&gt;
|-&lt;br /&gt;
| [[TuRBo]] &lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| Beyer-Hardwick&lt;br /&gt;
|-&lt;br /&gt;
| [[ZBLD]] &lt;br /&gt;
| Chris Tran&lt;br /&gt;
| ZBLD-2Cycle, ZBLD-3Cycle&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Experimental Methods | Experimental]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Human Thistlethwaite]]&lt;br /&gt;
| Morwen Thistlethwaite&amp;lt;br/&amp;gt;Ryan Heise&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Belt]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Fort]]&lt;br /&gt;
| James Straughan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvia Method]]&lt;br /&gt;
| David Salvia&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Triangular Francisco]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Orient First]]&lt;br /&gt;
| Lars Nielsson&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[E15 / E35]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCEP]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCE]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PEG]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PORT]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Big Cube Methods | Big Cubes Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Reduction]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Cage]]&lt;br /&gt;
| Per Kristen Fredlund &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[K4]]&lt;br /&gt;
| Thom Barlow&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Sandwich]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[js4]]&lt;br /&gt;
| ??&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods | Big Cubes BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[r2]]&lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| Beyer-Hardwick&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Pyraminx Methods | Pyraminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Corners First]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Layer First]]&lt;br /&gt;
| ??&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Last 4 Edges]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Petrus]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Face Permute]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Megaminx Methods | Megaminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Square-1 Methods | Square-1]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[SSS1M]]&lt;br /&gt;
| Shelley Chang&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Vandenbergh Method]]&lt;br /&gt;
| Lars Vandenbergh&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Rubik&#039;s Clock Methods | Rubik&#039;s Clock]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Methods for Other Puzzles | Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Master Magic Methods | Master Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pochmann Method]]&lt;br /&gt;
| Stephan Pochmann &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ooms]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Skewb Methods | Skewb]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Rubik&#039;s 360 Methods | Rubik&#039;s 360]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Method]]&lt;br /&gt;
* [[Common Sub Steps]]&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [[Solving Variants]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing Resources]]&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5950</id>
		<title>ZBLD</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5950"/>
		<updated>2009-11-26T00:56:07Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ZBLD uses ZBLL algorithms for blindfolded solving.&lt;br /&gt;
&lt;br /&gt;
It has 2 variations, ZBLD 3cycle and ZBLD 2cycle.&lt;br /&gt;
The benefit of ZBLD is the fact that the setup moves are the same as conventional methods, and it combines multiple steps into one step.&lt;br /&gt;
&lt;br /&gt;
The 3-cycle variation works best with preorientation of the edges and uses 2gen ZBLL algorithms to permute the edges whilst orienting the corners, simplifying the corner phase of the BLD solve.&lt;br /&gt;
&lt;br /&gt;
It uses around 90 algorithms in total, and uses the same setup moves as 3OP methods.&lt;br /&gt;
It can be considered the next step up in difficulty from 3OP, since 3OP uses a subset of the ZBLL algorithms.&lt;br /&gt;
&lt;br /&gt;
An example of 3-cycle ZBLD:&lt;br /&gt;
&lt;br /&gt;
Scramble: F D2 L&#039; B2 L2 U&#039; R2 U&#039; F&#039; D B2 D&#039; R&#039; B R D&#039; R U2 L U&#039; L2 R D&#039; R&#039; B2&lt;br /&gt;
&lt;br /&gt;
On the U layer, both UFL and UBL need a CCW twist, and DBL and DBR need a CW twist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orient Edges:&lt;br /&gt;
&lt;br /&gt;
S2, D&#039;, x, M&#039;, U, M&#039;, U, M&#039;, U, M&#039; U, M, U, M, U, M, U, M, U, x&#039;, D, S2&lt;br /&gt;
&lt;br /&gt;
Y&#039;, R, U, x, M&#039;, U, M&#039;, U, M&#039;, U2, M, U, M, U, M, U2, x&#039;, U&#039;, R&#039;, Y&lt;br /&gt;
&lt;br /&gt;
Permute Edges and Orient Corners Simultaneously:&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; FL -&amp;gt; RB (note that during setup, UFL and DBR are brought to the U layer and requires a CCW turn for UFL and a CW turn for DBR. This will look like a T set ZBLL.)&lt;br /&gt;
&lt;br /&gt;
L&#039;, R&#039;, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R),R, L&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; BD -&amp;gt; UR (In this edge permutation, the setup will bring BDL to the U layer, and we use UFR as a buffer, Since, BDL needs a CW twist, we will use an algorithm from the L set.)&lt;br /&gt;
&lt;br /&gt;
D, L2, U&#039;, (R, U2, R, U, R2, U, R&#039;, U&#039;, R, U, R&#039;, U2, R&#039;, U, R&#039;, U2) U, L2, D&#039;&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; DL -&amp;gt; UB (No ZBLL is needed, and a simple set up and edge cycle will suffice)&lt;br /&gt;
&lt;br /&gt;
L2, U&#039;, (M2, U&#039;, M, U2, M&#039;, U&#039;, M2) U, L2&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; UL -&amp;gt; FR (since UBL needs a CCW twist, and the set up convieniently places the UFR piece, we can use a fast T set ZBLL)&lt;br /&gt;
&lt;br /&gt;
R, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R) R&#039;&lt;br /&gt;
&lt;br /&gt;
There is now a parity, and so we save that for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we can solve corners in a simple 3 cycle way.&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; BDL -&amp;gt; UBL&lt;br /&gt;
&lt;br /&gt;
z2, Y, (R, U, R&#039;, U&#039;,)x3 (D2) (R, U, R&#039;, U&#039;,)x3 Y&#039;, z2&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; DFL -&amp;gt; URB&lt;br /&gt;
&lt;br /&gt;
L2 ( R&#039;, F, R&#039;, B2, R, F&#039;, R&#039;, B2, R2) L2&lt;br /&gt;
&lt;br /&gt;
My fix for parity is very inefficient, but I would do R2, and then U&#039; and then do the most common T perm(R, U, R&#039;, U&#039;, R&#039;, F, R2, U&#039;, R&#039;, U&#039;, R, U, R&#039;, F&#039;), then undo the setups with U, R2.&lt;br /&gt;
&lt;br /&gt;
From there, I can do L, and then D, R2, and then an H perm, followed by undoing the setups with R2, D&#039;, L&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 2-cycle variation is the next step in difficulty from pochmann&#039;s classic method for edges.&lt;br /&gt;
It also orients corners, but does not need preorientation of edges. It replaces the T, and J perms of classic pochmann with the 2 swap algorithms from ZBLL.&lt;br /&gt;
&lt;br /&gt;
It uses slightly less algorithms than 3-cycle ZBLD, but is not 2 gen.&lt;br /&gt;
It also uses the same setup moves as classic pochmann.&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:Blindsolving Methods]]&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Methods&amp;diff=5949</id>
		<title>Category:Methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Methods&amp;diff=5949"/>
		<updated>2009-11-26T00:55:52Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: /* Complete List of Methods by Purpose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Methods used to solve all or part of various cubes/puzzles&lt;br /&gt;
&lt;br /&gt;
== Complete List of Methods by Purpose ==&lt;br /&gt;
&lt;br /&gt;
Presented below is a complete list of methods (and their variants) for solving various twisty puzzles. Use the Wiki links in the table to find out more about each method, or the methods in each category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;TablePager&amp;quot; style=&amp;quot;padding:3px; border-spacing:0&amp;quot;&lt;br /&gt;
!| Name&lt;br /&gt;
!| Original Proposer(s)&lt;br /&gt;
!| Variants&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;[[:Category:2x2x2 Beginner Methods | 2x2 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| Waterman Last Layer&lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Guimond]]&lt;br /&gt;
| Conrad Rider&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:2x2x2 Speedsolving Methods | 2x2 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ortega]]&lt;br /&gt;
| Victor Ortega,&amp;lt;br/&amp;gt;Josef Jelinek&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Guimond]]&lt;br /&gt;
| Gaétan Guimond&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]] ([[CLL]])&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[EG]]&lt;br /&gt;
| Erik Akkersdijk, Gunnar Krig&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[OFOTA]]&lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[SS]]&lt;br /&gt;
| Stern-Sun&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[js2]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Beginner Methods | 3x3 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| [[Keyhole]], [[XG]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Corners First]]&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Edges First]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Petrus]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[8355]]&lt;br /&gt;
| Reheart Sheu&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[ZZ]]&lt;br /&gt;
| Zbigniew Zborowski&lt;br /&gt;
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],&amp;lt;br/&amp;gt;[[ZZ-WV]], [[MGLS | MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]],[[jsls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]]&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Tripod]]&lt;br /&gt;
| Michael Gottlieb&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]/[[:Category:SpeedBLD Methods|SpeedBLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[CFOP]] (Fridrich)&lt;br /&gt;
| Jessica Fridrich,&amp;lt;br/&amp;gt;and others&lt;br /&gt;
| [[CLL]]/[[ELL]], [[VH]], [[ZB]], [[MGLS | MGLS-F]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]/[[Fewest Moves Techniques|FMC]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrus]]&lt;br /&gt;
| Lars Petrus &lt;br /&gt;
| [[JTLE]], [[EJLS]], [[MGLS | MGLS-P]],[[jsls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Roux]]&lt;br /&gt;
| Gilles Roux&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Heise]]&lt;br /&gt;
| Ryan Heise&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods | 3x3 BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[3OP]]&lt;br /&gt;
| John White?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Old Pochmann]]&lt;br /&gt;
| Stefan Pochmann&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[M2/R2]]&lt;br /&gt;
| Stephen Pochmann&lt;br /&gt;
| Deadalnix ([[M2]]),&amp;lt;br/&amp;gt;Freestyle for Dummies ([[R2]])&lt;br /&gt;
|-&lt;br /&gt;
| [[TuRBo]] &lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| Beyer-Hardwick&lt;br /&gt;
|-&lt;br /&gt;
| [[ZBLD]] &lt;br /&gt;
| Chris Tran&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Experimental Methods | Experimental]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Human Thistlethwaite]]&lt;br /&gt;
| Morwen Thistlethwaite&amp;lt;br/&amp;gt;Ryan Heise&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Belt]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Fort]]&lt;br /&gt;
| James Straughan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Salvia Method]]&lt;br /&gt;
| David Salvia&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Triangular Francisco]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Orient First]]&lt;br /&gt;
| Lars Nielsson&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[E15 / E35]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCEP]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCE]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PEG]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PORT]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Big Cube Methods | Big Cubes Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Reduction]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Cage]]&lt;br /&gt;
| Per Kristen Fredlund &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[K4]]&lt;br /&gt;
| Thom Barlow&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Sandwich]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[js4]]&lt;br /&gt;
| ??&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods | Big Cubes BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[r2]]&lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| Beyer-Hardwick&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Pyraminx Methods | Pyraminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Corners First]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Layer First]]&lt;br /&gt;
| ??&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Last 4 Edges]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Petrus]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Face Permute]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Megaminx Methods | Megaminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Square-1 Methods | Square-1]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[SSS1M]]&lt;br /&gt;
| Shelley Chang&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Vandenbergh Method]]&lt;br /&gt;
| Lars Vandenbergh&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Rubik&#039;s Clock Methods | Rubik&#039;s Clock]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Methods for Other Puzzles | Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Master Magic Methods | Master Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pochmann Method]]&lt;br /&gt;
| Stephan Pochmann &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ooms]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Skewb Methods | Skewb]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Rubik&#039;s 360 Methods | Rubik&#039;s 360]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Method]]&lt;br /&gt;
* [[Common Sub Steps]]&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [[Solving Variants]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing Resources]]&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5918</id>
		<title>ZBLD</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5918"/>
		<updated>2009-11-25T02:58:37Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ZBLD uses ZBLL algorithms for blindfolded solving, proposed by Chris Tran.&lt;br /&gt;
&lt;br /&gt;
It has 2 variations, ZBLD 3cycle and ZBLD 2cycle.&lt;br /&gt;
The benefit of ZBLD is the fact that the setup moves are the same as conventional methods, and it combines multiple steps into one step.&lt;br /&gt;
&lt;br /&gt;
The 3-cycle variation works best with preorientation of the edges and uses 2gen ZBLL algorithms to permute the edges whilst orienting the corners, simplifying the corner phase of the BLD solve.&lt;br /&gt;
&lt;br /&gt;
It uses around 90 algorithms in total, and uses the same setup moves as 3OP methods.&lt;br /&gt;
It can be considered the next step up in difficulty from 3OP, since 3OP uses a subset of the ZBLL algorithms.&lt;br /&gt;
&lt;br /&gt;
An example of 3-cycle ZBLD:&lt;br /&gt;
&lt;br /&gt;
Scramble: F D2 L&#039; B2 L2 U&#039; R2 U&#039; F&#039; D B2 D&#039; R&#039; B R D&#039; R U2 L U&#039; L2 R D&#039; R&#039; B2&lt;br /&gt;
&lt;br /&gt;
On the U layer, both UFL and UBL need a CCW twist, and DBL and DBR need a CW twist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orient Edges:&lt;br /&gt;
&lt;br /&gt;
S2, D&#039;, x, M&#039;, U, M&#039;, U, M&#039;, U, M&#039; U, M, U, M, U, M, U, M, U, x&#039;, D, S2&lt;br /&gt;
&lt;br /&gt;
Y&#039;, R, U, x, M&#039;, U, M&#039;, U, M&#039;, U2, M, U, M, U, M, U2, x&#039;, U&#039;, R&#039;, Y&lt;br /&gt;
&lt;br /&gt;
Permute Edges and Orient Corners Simultaneously:&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; FL -&amp;gt; RB (note that during setup, UFL and DBR are brought to the U layer and requires a CCW turn for UFL and a CW turn for DBR. This will look like a T set ZBLL.)&lt;br /&gt;
&lt;br /&gt;
L&#039;, R&#039;, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R),R, L&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; BD -&amp;gt; UR (In this edge permutation, the setup will bring BDL to the U layer, and we use UFR as a buffer, Since, BDL needs a CW twist, we will use an algorithm from the L set.)&lt;br /&gt;
&lt;br /&gt;
D, L2, U&#039;, (R, U2, R, U, R2, U, R&#039;, U&#039;, R, U, R&#039;, U2, R&#039;, U, R&#039;, U2) U, L2, D&#039;&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; DL -&amp;gt; UB (No ZBLL is needed, and a simple set up and edge cycle will suffice)&lt;br /&gt;
&lt;br /&gt;
L2, U&#039;, (M2, U&#039;, M, U2, M&#039;, U&#039;, M2) U, L2&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; UL -&amp;gt; FR (since UBL needs a CCW twist, and the set up convieniently places the UFR piece, we can use a fast T set ZBLL)&lt;br /&gt;
&lt;br /&gt;
R, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R) R&#039;&lt;br /&gt;
&lt;br /&gt;
There is now a parity, and so we save that for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we can solve corners in a simple 3 cycle way.&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; BDL -&amp;gt; UBL&lt;br /&gt;
&lt;br /&gt;
z2, Y, (R, U, R&#039;, U&#039;,)x3 (D2) (R, U, R&#039;, U&#039;,)x3 Y&#039;, z2&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; DFL -&amp;gt; URB&lt;br /&gt;
&lt;br /&gt;
L2 ( R&#039;, F, R&#039;, B2, R, F&#039;, R&#039;, B2, R2) L2&lt;br /&gt;
&lt;br /&gt;
My fix for parity is very inefficient, but I would do R2, and then U&#039; and then do the most common T perm(R, U, R&#039;, U&#039;, R&#039;, F, R2, U&#039;, R&#039;, U&#039;, R, U, R&#039;, F&#039;), then undo the setups with U, R2.&lt;br /&gt;
&lt;br /&gt;
From there, I can do L, and then D, R2, and then an H perm, followed by undoing the setups with R2, D&#039;, L&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 2-cycle variation is the next step in difficulty from pochmann&#039;s classic method for edges.&lt;br /&gt;
It also orients corners, but does not need preorientation of edges. It replaces the T, and J perms of classic pochmann with the 2 swap algorithms from ZBLL.&lt;br /&gt;
&lt;br /&gt;
It uses slightly less algorithms than 3-cycle ZBLD, but is not 2 gen.&lt;br /&gt;
It also uses the same setup moves as classic pochmann.&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:Blindsolving Methods]]&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5917</id>
		<title>ZBLD</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5917"/>
		<updated>2009-11-25T02:55:28Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ZBLD uses ZBLL algorithms for blindfolded solving, proposed by Chris Tran.&lt;br /&gt;
&lt;br /&gt;
It has 2 variations, ZBLD 3cycle and ZBLD 2cycle.&lt;br /&gt;
The benefit of ZBLD is the fact that the setup moves are the same as conventional methods, and it combines multiple steps into one step.&lt;br /&gt;
&lt;br /&gt;
The 3-cycle variation works best with preorientation of the edges and uses 2gen ZBLL algorithms to permute the edges whilst orienting the corners, simplifying the corner phase of the BLD solve.&lt;br /&gt;
&lt;br /&gt;
It uses around 90 algorithms in total, and uses the same setup moves as 3OP methods.&lt;br /&gt;
It can be considered the next step up in difficulty from 3OP, since 3OP uses a subset of the ZBLL algorithms.&lt;br /&gt;
&lt;br /&gt;
An example of 3-cycle ZBLD:&lt;br /&gt;
&lt;br /&gt;
Scramble: F D2 L&#039; B2 L2 U&#039; R2 U&#039; F&#039; D B2 D&#039; R&#039; B R D&#039; R U2 L U&#039; L2 R D&#039; R&#039; B2&lt;br /&gt;
&lt;br /&gt;
On the U layer, both UFL and UBL need a CCW twist, and DBL and DBR need a CW twist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orient Edges:&lt;br /&gt;
&lt;br /&gt;
S2, D&#039;, x, M&#039;, U, M&#039;, U, M&#039;, U, M&#039; U, M, U, M, U, M, U, M, U, x&#039;, D, S2&lt;br /&gt;
&lt;br /&gt;
Y&#039;, R, U, x, M&#039;, U, M&#039;, U, M&#039;, U2, M, U, M, U, M, U2, x&#039;, U&#039;, R&#039;, Y&lt;br /&gt;
&lt;br /&gt;
Permute Edges and Orient Corners Simultaneously:&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; FL -&amp;gt; RB (note that during setup, UFL and DBR are brought to the U layer and requires a CCW turn for UFL and a CW turn for DBR. This will look like a T set ZBLL.)&lt;br /&gt;
&lt;br /&gt;
L&#039;, R&#039;, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R),R, L&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; BD -&amp;gt; UR (In this edge permutation, the setup will bring BDL to the U layer, and we use UFR as a buffer, Since, BDL needs a CW twist, we will use an algorithm from the L set.)&lt;br /&gt;
&lt;br /&gt;
D, L2, U&#039;, (R, U2, R, U, R2, U, R&#039;, U&#039;, R, U, R&#039;, U2, R&#039;, U, R&#039;, U2) U, L2, D&#039;&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; DL -&amp;gt; UB (No ZBLL is needed, and a simple set up and edge cycle will suffice)&lt;br /&gt;
&lt;br /&gt;
L2, U&#039;, (M2, U&#039;, M, U2, M&#039;, U&#039;, M2) U, L2&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; UL -&amp;gt; FR (since UBL needs a CCW twist, and the set up convieniently places the UFR piece, we can use a fast T set ZBLL)&lt;br /&gt;
&lt;br /&gt;
R, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R) R&#039;&lt;br /&gt;
&lt;br /&gt;
There is now a parity, and so we save that for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we can solve corners in a simple 3 cycle way.&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; BDL -&amp;gt; UBL&lt;br /&gt;
&lt;br /&gt;
z2, Y, (R, U, R&#039;, U&#039;,)x3 (D2) (R, U, R&#039;, U&#039;,)x3 Y&#039;, z2&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; DFL -&amp;gt; URB&lt;br /&gt;
&lt;br /&gt;
L2 ( R&#039;, F, R&#039;, B2, R, F&#039;, R&#039;, B2, R2) L2&lt;br /&gt;
&lt;br /&gt;
My fix for parity is very inefficient, but I would do R2, and then U&#039; and then do the most common T perm(R, U, R&#039;, U&#039;, R&#039;, F, R2, U&#039;, R&#039;, U&#039;, R, U, R&#039;, F&#039;), then undo the setups with U, R2.&lt;br /&gt;
&lt;br /&gt;
From there, I can do L, and then D, R2, and then an H perm, followed by undoing the setups with R2, D&#039;, L&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 2-cycle variation is the next step in difficulty from pochmann&#039;s classic method for edges.&lt;br /&gt;
It also orients corners, but does not need preorientation of edges. It replaces the T, and J perms of classic pochmann with the 2 swap algorithms from ZBLL.&lt;br /&gt;
&lt;br /&gt;
It uses slightly less algorithms than 3-cycle ZBLD, but is not 2 gen.&lt;br /&gt;
It also uses the same setup moves as classic pochmann.&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLL&amp;diff=5916</id>
		<title>ZBLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLL&amp;diff=5916"/>
		<updated>2009-11-25T02:54:03Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ZBLL&#039;&#039;&#039; (short for &#039;&#039;[[Zbigniew Zborowski|Zborowski]]-[[Ron van Bruchem|Bruchem]] Last Layer&#039;&#039;) is a step of a method which involves solving the entire [[last layer]] in one step, assuming that the [[edge]]s are already oriented. This is part of the [[ZB method]], but it can be useful for any other method which leaves the edges of the last layer oriented after F2L is solved (such as the [[Petrus method]]).&lt;br /&gt;
&lt;br /&gt;
ZBLL indeed sounds like a very useful step to learn, but the main reason that it is not in wide use is that it involves a massive 177 algorithms (counting inverses and mirrors are the same), or a total of 493 cases. Only a handful of people have ever learned this step in its entirety. If you wish to learn it, it is useful to start by learning either [[OCLL]]/[[PLL]] or [[COLL]]/[[EPLL]], so that you will always be able to finish the cube relatively quickly even if you do not yet know the ZBLL case.&lt;br /&gt;
&lt;br /&gt;
===Learning Approach===&lt;br /&gt;
&lt;br /&gt;
The ZBLL cases are divided into 7 sets: T, U, L, Pi, Sune, Anti-sune, H, and the Pll cases, in which all pieces are oriented. The sets are then divided further into 40 subsets. They are recognized by their [[COLL]] case as well as a corresponding edge cycle. Every subset contains 12 cases, which are all different edge cycles possible with the COLL case of that set. Many people recognize ZBLL by looking at the UFR corner, and its neighboring stickers. Whether the stickers are adjacent, or opposite allows for a quick recognition. However, this method only works for the T, U and L subsets of ZBLL, because in the other cases the UFR corner is not correctly oriented. Another way to recognize is through blocks of colour or simply the edge cycle. &lt;br /&gt;
&lt;br /&gt;
===Edge recognition===&lt;br /&gt;
&lt;br /&gt;
For the T, U and L cases (there are 3*6*12=216 algorithms in this set) recognition goes as follows:&lt;br /&gt;
&lt;br /&gt;
1. Recognize the orientation case.&lt;br /&gt;
&lt;br /&gt;
2. Recognize the [[COLL]] case.&lt;br /&gt;
&lt;br /&gt;
3. Recognize the edge cycle by looking at the UFR corner and the edge stickers around it.&lt;br /&gt;
&lt;br /&gt;
4. Apply the corresponding algorithm.&lt;br /&gt;
&lt;br /&gt;
Step 3 may look a little complicated, but it&#039;s actually not too bad. In total there are 12 cases, but those are recognized by 2 minor sub-cases, of which there are 3:&lt;br /&gt;
&lt;br /&gt;
C: If the FU sticker is the same as the FRU sticker, and if the RU sticker is the same as the RUF sticker.&lt;br /&gt;
&lt;br /&gt;
A: If the FU sticker is an adjacent color to the FRU sticker, and if the RU sticker is an adjacent color to the RUF sticker.&lt;br /&gt;
&lt;br /&gt;
O: If FU and FRU are opposite, and if RU and RUF are opposite.&lt;br /&gt;
&lt;br /&gt;
A case is recognized by the combination of those. First comes the FU/FRU relation, then the RU/RUF relation, divided by a slash. That means there are 9 possibilities with these cases: C/C, C/A, C/O, A/C, A/A, A/O, O/C, O/A, O/O. However, there are 12 cases. That&#039;s because the A case can mean 2 stickers. That&#039;s why the last 3 cases are known as C/OX, O/CX and OppX. This means that you don&#039;t look for the relation between FU/FRU and RU/RUF, but between FU/RUF and RU/FRU. In the C/OX case, FU and RUF are the same, and RU and FRU are opposite to each other. The same goes for the O/CX case, but vice versa. In the OppX case, both FU/RUF and RU/FRU are opposite. This looks like a Z-permutation. Note that all of these cases can be seen as A/A cases at first, but whenever you have an A/A case, you should always look if it isn&#039;t the other one.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[VH Method]]&lt;br /&gt;
* [[H ZBLL]] (Algorithms)&lt;br /&gt;
* [[ZBLD]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.ai.univ-paris8.fr/~bh/cube/solutions_567.html Bernhard Helmstetter&#039;s ZBLL algs] - complete, but excludes mirrors/inverses&lt;br /&gt;
* [http://www.cubestation.co.uk/cs2/index.php?page=3x3x3/zb/zbll/zbll Dan Harris&#039;s ZBLL algs] - incomplete&lt;br /&gt;
* [http://jmbaum.110mb.com/zbll.htm Jason Baum&#039;s ZBLL algs] - incomplete&lt;br /&gt;
* [http://www-personal.umich.edu/~dlli/Hardwick/zbll.html Chris Hardwick&#039;s ZBLL algs] - incomplete&lt;br /&gt;
* [http://lar5.com/cube/270/index.html Lars Petrus&#039;s One-look 2-alg ZBLL system]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:Last Layer Methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
[[Category:Abbreviations and Acronyms]]&lt;br /&gt;
[[Category:Sub Steps]]&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5915</id>
		<title>ZBLD</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLD&amp;diff=5915"/>
		<updated>2009-11-25T02:53:16Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: New page: ZBLD uses ZBLL algorithms for blindfolded solving, proposed by Chris Tran. It has 2 variations, ZBLD 3cycle and ZBLD 2cycle. The benefit of ZBLD is the fact that the setup moves are the sa...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ZBLD uses ZBLL algorithms for blindfolded solving, proposed by Chris Tran.&lt;br /&gt;
It has 2 variations, ZBLD 3cycle and ZBLD 2cycle.&lt;br /&gt;
The benefit of ZBLD is the fact that the setup moves are the same as conventional methods, and it combines multiple steps into one step.&lt;br /&gt;
&lt;br /&gt;
The 3-cycle variation works best with preorientation of the edges and uses 2gen ZBLL algorithms to permute the edges whilst orienting the corners, simplifying the corner phase of the BLD solve.&lt;br /&gt;
&lt;br /&gt;
It uses around 90 algorithms in total, and uses the same setup moves as 3OP methods.&lt;br /&gt;
It can be considered the next step up in difficulty from 3OP, since 3OP uses a subset of the ZBLL algorithms.&lt;br /&gt;
&lt;br /&gt;
An example of 3-cycle ZBLD:&lt;br /&gt;
&lt;br /&gt;
F D2 L&#039; B2 L2 U&#039; R2 U&#039; F&#039; D B2 D&#039; R&#039; B R D&#039; R U2 L U&#039; L2 R D&#039; R&#039; B2&lt;br /&gt;
&lt;br /&gt;
I noticed that on the U layer, that both UFL and UBL need a CCW twist, and DBL and DBR need a CW twist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orient Edges:&lt;br /&gt;
&lt;br /&gt;
S2, D&#039;, x, M&#039;, U, M&#039;, U, M&#039;, U, M&#039; U, M, U, M, U, M, U, M, U, x&#039;, D, S2&lt;br /&gt;
&lt;br /&gt;
Y&#039;, R, U, x, M&#039;, U, M&#039;, U, M&#039;, U2, M, U, M, U, M, U2, x&#039;, U&#039;, R&#039;, Y&lt;br /&gt;
&lt;br /&gt;
Permute Edges and Orient Corners Simultaneously:&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; FL -&amp;gt; RB (note that during setup, UFL and DBR are brought to the U layer and requires a CCW turn for UFL and a CW turn for DBR. This will look like a T set ZBLL.)&lt;br /&gt;
&lt;br /&gt;
L&#039;, R&#039;, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R),R, L&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; BD -&amp;gt; UR (In this edge permutation, the setup will bring BDL to the U layer, and we use UFR as a buffer, Since, BDL needs a CW twist, we will use an algorithm from the L set.)&lt;br /&gt;
&lt;br /&gt;
D, L2, U&#039;, (R, U2, R, U, R2, U, R&#039;, U&#039;, R, U, R&#039;, U2, R&#039;, U, R&#039;, U2) U, L2, D&#039;&lt;br /&gt;
&lt;br /&gt;
UF-&amp;gt; DL -&amp;gt; UB (No ZBLL is needed, and a simple set up and edge cycle will suffice)&lt;br /&gt;
&lt;br /&gt;
L2, U&#039;, (M2, U&#039;, M, U2, M&#039;, U&#039;, M2) U, L2&lt;br /&gt;
&lt;br /&gt;
UF -&amp;gt; UL -&amp;gt; FR (since UBL needs a CCW twist, and the set up convieniently places the UFR piece, we can use a fast T set ZBLL)&lt;br /&gt;
&lt;br /&gt;
R, (U&#039;, R&#039;, U&#039;, R2, U, R2, U, R2, U2, R&#039;, U, R&#039; U, R) R&#039;&lt;br /&gt;
&lt;br /&gt;
There is now a parity, and so we save that for last.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we can solve corners in a simple 3 cycle way.&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; BDL -&amp;gt; UBL&lt;br /&gt;
&lt;br /&gt;
z2, Y, (R, U, R&#039;, U&#039;,)x3 (D2) (R, U, R&#039;, U&#039;,)x3 Y&#039;, z2&lt;br /&gt;
&lt;br /&gt;
UFR -&amp;gt; DFL -&amp;gt; URB&lt;br /&gt;
&lt;br /&gt;
L2 ( R&#039;, F, R&#039;, B2, R, F&#039;, R&#039;, B2, R2) L2&lt;br /&gt;
&lt;br /&gt;
My fix for parity is very inefficient, but I would do R2, and then U&#039; and then do the most common T perm(R, U, R&#039;, U&#039;, R&#039;, F, R2, U&#039;, R&#039;, U&#039;, R, U, R&#039;, F&#039;), then undo the setups with U, R2.&lt;br /&gt;
&lt;br /&gt;
From there, I can do L, and then D, R2, and then an H perm, followed by undoing the setups with R2, D&#039;, L&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 2-cycle variation is the next step in difficulty from pochmann&#039;s classic method for edges.&lt;br /&gt;
It also orients corners, but does not need preorientation of edges. It replaces the T, and J perms of classic pochmann with the 2 swap algorithms from ZBLL.&lt;br /&gt;
&lt;br /&gt;
It uses slightly less algorithms than 3-cycle ZBLD, but is not 2 gen.&lt;br /&gt;
It also uses the same setup moves as classic pochmann.&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLL&amp;diff=3993</id>
		<title>ZBLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLL&amp;diff=3993"/>
		<updated>2009-08-29T04:44:28Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: /* Edge recognition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ZBLL&#039;&#039;&#039; (short for &#039;&#039;[[Zbigniew Zborowski|Zborowski]]-[[Ron van Bruchem|Bruchem]] Last Layer&#039;&#039;) is a step of a method which involves solving the entire [[last layer]] in one step, assuming that the [[edge]]s are already oriented. This is part of the [[ZB method]], but it can be useful for any other method which leaves the edges of the last layer oriented after F2L is solved (such as the [[Petrus method]]).&lt;br /&gt;
&lt;br /&gt;
ZBLL indeed sounds like a very useful step to learn, but the main reason that it is not in wide use is that it involves a massive 177 algorithms (counting inverses and mirrors are the same), or a total of 493 cases. Only a handful of people have ever learned this step in its entirety. If you wish to learn it, it is useful to start by learning either [[OCLL]]/[[PLL]] or [[COLL]]/[[EPLL]], so that you will always be able to finish the cube relatively quickly even if you do not yet know the ZBLL case.&lt;br /&gt;
&lt;br /&gt;
===Learning Approach===&lt;br /&gt;
&lt;br /&gt;
The ZBLL cases are divided into 7 sets: T, U, L, Pi, Sune, Anti-sune, H, and the Pll cases, in which all pieces are oriented. The sets are then divided further into 40 subsets. They are recognized by their [[COLL]] case as well as a corresponding edge cycle. Every subset contains 12 cases, which are all different edge cycles possible with the COLL case of that set. Many people recognize ZBLL by looking at the UFR corner, and its neighboring stickers. Whether the stickers are adjacent, or opposite allows for a quick recognition. However, this method only works for the T, U and L subsets of ZBLL, because in the other cases the UFR corner is not correctly oriented. Another way to recognize is through blocks of colour or simply the edge cycle. &lt;br /&gt;
&lt;br /&gt;
===Edge recognition===&lt;br /&gt;
&lt;br /&gt;
For the T, U and L cases (there are 3*6*12=216 algorithms in this set) recognition goes as follows:&lt;br /&gt;
&lt;br /&gt;
1. Recognize the orientation case.&lt;br /&gt;
&lt;br /&gt;
2. Recognize the [[COLL]] case.&lt;br /&gt;
&lt;br /&gt;
3. Recognize the edge cycle by looking at the UFR corner and the edge stickers around it.&lt;br /&gt;
&lt;br /&gt;
4. Apply the corresponding algorithm.&lt;br /&gt;
&lt;br /&gt;
Step 3 may look a little complicated, but it&#039;s actually not too bad. In total there&#039;s 12 cases, but those are recognized by 2 minor sub-cases, of which there are 3:&lt;br /&gt;
&lt;br /&gt;
C: If the FU sticker is the same as the FRU sticker, and if the RU sticker is the same as the RUF sticker.&lt;br /&gt;
&lt;br /&gt;
A: If the FU sticker is an adjacent color to the FRU sticker, and if the RU sticker is an adjacent color to the RUF sticker.&lt;br /&gt;
&lt;br /&gt;
O: If FU and FRU are opposite, and if RU and RUF are opposite.&lt;br /&gt;
&lt;br /&gt;
A case is recognized by the combination of those. First comes the FU/FRU relation, then the RU/RUF relation, divided by a slash. That means there are 9 possibilities with these cases: C/C, C/A, C/O, A/C, A/A, A/O, O/C, O/A, O/O. However, there are 12 cases. That&#039;s because the A case can mean 2 stickers. That&#039;s why the last 3 cases are known as C/OX, O/CX and OppX. This means that you don&#039;t look for the relation between FU/FRU and RU/RUF, but between FU/RUF and RU/FRU. In the C/OX case, FU and RUF are the same, and RU and FRU are opposite to each other. The same goes for the O/CX case, but vice versa. In the OppX case, both FU/RUF and RU/FRU are opposite. This looks like a Z-permutation. Note that all of these cases can be seen as A/A cases at first, but whenever you have an A/A case, you should always look if it isn&#039;t the other one.&lt;br /&gt;
&lt;br /&gt;
[http://www.speedsolving.com/wiki/index.php/H_ZBLL H ZBLL Algorithms]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing abbreviations and acronyms]]&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=H_ZBLL&amp;diff=3992</id>
		<title>H ZBLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=H_ZBLL&amp;diff=3992"/>
		<updated>2009-08-29T04:43:12Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: New page: By mirroring these algorithms, you can solve any H orientation case in one step. (You will have to find out the cases yourself, because I dont know a good way to make images.)   Vertical b...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By mirroring these algorithms, you can solve any H orientation case in one step.&lt;br /&gt;
(You will have to find out the cases yourself, because I dont know a good way to make images.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vertical bars:&lt;br /&gt;
&lt;br /&gt;
F R U R&#039; X U R&#039; U&#039; R X&#039; U&#039; R U R&#039; X U R&#039; U&#039; R X U F&#039;&lt;br /&gt;
&lt;br /&gt;
U R&#039; U&#039; R U&#039; R&#039; U2 R&#039; Y R U2 R&#039; U&#039; R U R&#039;&lt;br /&gt;
&lt;br /&gt;
U2 R U2 R&#039; U&#039; R U&#039; R&#039; U&#039; R&#039; U&#039; R U&#039; R&#039; U2 R&lt;br /&gt;
&lt;br /&gt;
U R U R&#039; U R U&#039; R&#039; U R U2 R&#039;&lt;br /&gt;
&lt;br /&gt;
R U2 R&#039; U&#039; R U R&#039; U&#039; R U&#039; R&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Double horizontal bars:&lt;br /&gt;
&lt;br /&gt;
R (U R&#039; U) y&#039; (R&#039; U) (R U&#039;) (R2 F) (R F&#039; R)&lt;br /&gt;
&lt;br /&gt;
R U2 R2 X U2 L F2 R&#039; F2 R2 U2 L&#039;&lt;br /&gt;
&lt;br /&gt;
U&#039; R&#039; U L&#039; U&#039; L U&#039; F2 R&#039; F2 R2 U&#039; R&#039; U2 R&lt;br /&gt;
&lt;br /&gt;
F U F2 R U&#039; R2 F R2 U R&#039; F L&#039; U2 L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side bar:&lt;br /&gt;
&lt;br /&gt;
(R B&#039;) (R&#039; B) U2 R2 F&#039; (r U&#039;) r&#039; F2 R2&lt;br /&gt;
&lt;br /&gt;
U&#039; R&#039; F R&#039; U&#039; F2 R F&#039; R&#039; F U R2 U2 Y&#039; R U2 R&#039;&lt;br /&gt;
&lt;br /&gt;
R&#039; U&#039; Y L&#039; U L F R&#039; U&#039; R U R B&#039; R B&lt;br /&gt;
&lt;br /&gt;
U&#039; F&#039; U B L2 U2 R U&#039; L2 U R&#039; U2 L2 F B&#039;&lt;br /&gt;
&lt;br /&gt;
F&#039; R&#039; Y&#039; R2 U R2 U R2 U2 R2 U B R&lt;br /&gt;
&lt;br /&gt;
U R F R2 U&#039; R2 U; R2 U2 R2 U&#039; F&#039; R&#039;&lt;br /&gt;
&lt;br /&gt;
R U2 R2 F U&#039; R2 U&#039; R2 U&#039; F&#039; U R&lt;br /&gt;
&lt;br /&gt;
U2 R U R2 F2 D&#039; L2 D&#039; L2 D2 F2 R&lt;br /&gt;
&lt;br /&gt;
X&#039; F&#039; U F&#039; U R2 X F&#039; L2 F&#039; D B2 L2 F&#039; R2 F&#039;&lt;br /&gt;
&lt;br /&gt;
U&#039; R U2 R&#039; U&#039; B&#039; R U R&#039; Y R U&#039; R&#039; U2 R&lt;br /&gt;
&lt;br /&gt;
L&#039; U&#039; L2 X U2 F R2 X U R2 U2 X&#039; U2 L&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back bar:&lt;br /&gt;
&lt;br /&gt;
F U2 L F&#039; L&#039; U2 R&#039; L2 F&#039; R F L2 F&#039;&lt;br /&gt;
&lt;br /&gt;
y R (U R&#039; U) R U (r&#039; F) R&#039; (F&#039; r)&lt;br /&gt;
&lt;br /&gt;
U X U R&#039; U&#039; L U2 R U L U L2 X&#039; B&#039; U2 B&lt;br /&gt;
&lt;br /&gt;
U&#039; R2 D L&#039; B2 L D&#039; R U&#039; R2 U&#039; R2 U2 R&lt;br /&gt;
&lt;br /&gt;
U2 R U&#039; L&#039; U R2 U&#039; L R U2 R&#039; U R&lt;br /&gt;
&lt;br /&gt;
U2 R2 U&#039; R2 U F R2 U R2 U&#039; F&#039; R2 U R2 U2&lt;br /&gt;
&lt;br /&gt;
R&#039; U L&#039; D B2 D&#039; L U2 R U R2 U2 R&#039; U2&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLL&amp;diff=3721</id>
		<title>ZBLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLL&amp;diff=3721"/>
		<updated>2009-08-14T05:33:21Z</updated>

		<summary type="html">&lt;p&gt;MisterZB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ZBLL&#039;&#039;&#039; (short for &#039;&#039;[[Zbigniew Zborowski|Zborowski]]-[[Ron van Bruchem|Bruchem]] Last Layer&#039;&#039;) is a step of a method which involves solving the entire [[last layer]] in one step, assuming that the [[edge]]s are already oriented. This is part of the [[ZB method]], but it can be useful for any other method which leaves the edges of the last layer oriented after F2L is solved (such as the [[Petrus method]]).&lt;br /&gt;
&lt;br /&gt;
ZBLL indeed sounds like a very useful step to learn, but the main reason that it is not in wide use is that it involves a massive 177 algorithms (counting inverses and mirrors are the same), or a total of 493 cases. Only a handful of people have ever learned this step in its entirety. If you wish to learn it, it is useful to start by learning either [[OCLL]]/[[PLL]] or [[COLL]]/[[EPLL]], so that you will always be able to finish the cube relatively quickly even if you do not yet know the ZBLL case.&lt;br /&gt;
&lt;br /&gt;
The ZBLL cases are divided into 7 sets: T, U, L, Pi, Sune, Anti-sune, H, and the Pll cases, in which all pieces are oriented. The sets are then divided further into 40 subsets. They are recognized by their COLL case as well as a corresponding edge cycle. A way that many people recognize ZBLL is to look at the UFR corner, and its neighboring stickers. Whether the stickers are adjacent, or opposite allows for a quick recognition. However, this method only works for the T, U and L subsets of ZBLL. Another way to recognize is through blocks of colour or simply the edge cycle.&lt;br /&gt;
[[Category:Cubing abbreviations and acronyms]]&lt;/div&gt;</summary>
		<author><name>MisterZB</name></author>
	</entry>
</feed>