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	<id>https://www.speedsolving.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ostracod</id>
	<title>Speedsolving.com Wiki - User contributions [en]</title>
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	<updated>2026-10-26T14:59:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Winter_Variation&amp;diff=5909</id>
		<title>Winter Variation</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Winter_Variation&amp;diff=5909"/>
		<updated>2009-11-22T21:03:05Z</updated>

		<summary type="html">&lt;p&gt;Ostracod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=WV&lt;br /&gt;
|image=winter_variation.gif&lt;br /&gt;
|proposers&lt;br /&gt;
|year&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=1 substep&lt;br /&gt;
|algs=27 (excluding mirrors)&lt;br /&gt;
|moves=8.07&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Abbreviated as [[WV]], Winter Variation is a system for orienting the [[last-layer]] corners during insertion of the final [[F2L]] slot. It is generally used in conjunction with methods in which the last layer edges are already oriented before insertion of the final F2L block, such as [[ZZ]] or [[Petrus]]. WV may only be used in last slot cases where the final corner-edge pair are already connected in the U-Layer. Currently no algorithms have been generated for dealing with other F2L last slot cases such as R U R&#039;. After using WV, all the pieces will be correctly oriented in the last layer, and the solver must use [[PLL]] algorithms to correctly position them.&lt;br /&gt;
&lt;br /&gt;
There are 27 Winter Variation algorithms total, one for each configuration of corner orientations. WV cases are set up so there is a corner-edge pair in the top layer to be placed in the final slot. Recognition of cases is typically done by looking at 3 of the corners in the top layer (the last corner&#039;s orientation is always dependent on the other 3). Since the last slot can potentially be in 1 of 4 positions, the solver must readily be able to recognize mirror cases and apply mirror algorithms in order to use WV.&lt;br /&gt;
&lt;br /&gt;
The benefit to learning WV is that the solver uses fewer moves than directly placing the final c/e pair and using standard [[OCLL]] algorithms. The average move count for optimal WV algorithms is 8.07. In addition, PLL algorithms are generally well known, since PLL is the last step of the popular [[Fridrich]] method.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Partial Corner Control]]&lt;br /&gt;
* [[Summer Variation]]&lt;br /&gt;
* [[ZZ-blah]]&lt;br /&gt;
* [[CLS]]&lt;br /&gt;
* [[EJLS]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://pagesperso-orange.fr/absolutemind/f2ll-angl.htm Sebastien Felix&#039;s WV Page]&lt;br /&gt;
* [http://web.mac.com/teisenmann/Tripod/winter.html Jack Eisenmann&#039;s WV Page]&lt;br /&gt;
* [http://ten10.myweb.hinet.net/f2ll.html Dragon Cube WV Page]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=V2uIqju7ZJo F2LL Winter Variation]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=14096 F2LL winter variation, is it worth learning?]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:F2LL Methods]]&lt;br /&gt;
[[Category:3x3x3 Methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
[[Category:Sub Steps]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;/div&gt;</summary>
		<author><name>Ostracod</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Winter_Variation&amp;diff=5908</id>
		<title>Winter Variation</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Winter_Variation&amp;diff=5908"/>
		<updated>2009-11-22T21:02:11Z</updated>

		<summary type="html">&lt;p&gt;Ostracod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=WV&lt;br /&gt;
|image=winter_variation.gif&lt;br /&gt;
|proposers&lt;br /&gt;
|year&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=1 substep&lt;br /&gt;
|algs=27&lt;br /&gt;
|moves=8.07&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Abbreviated as [[WV]], Winter Variation is a system for orienting the [[last-layer]] corners during insertion of the final [[F2L]] slot. It is generally used in conjunction with methods in which the last layer edges are already oriented before insertion of the final F2L block, such as [[ZZ]] or [[Petrus]]. WV may only be used in last slot cases where the final corner-edge pair are already connected in the U-Layer. Currently no algorithms have been generated for dealing with other F2L last slot cases such as R U R&#039;. After using WV, all the pieces will be correctly oriented in the last layer, and the solver must use [[PLL]] algorithms to correctly position them.&lt;br /&gt;
&lt;br /&gt;
There are 27 Winter Variation algorithms total, one for each configuration of corner orientations. WV cases are set up so there is a corner-edge pair in the top layer to be placed in the final slot. Recognition of cases is typically done by looking at 3 of the corners in the top layer (the last corner&#039;s orientation is always dependent on the other 3). Since the last slot can potentially be in 1 of 4 positions, the solver must readily be able to recognize mirror cases and apply mirror algorithms in order to use WV.&lt;br /&gt;
&lt;br /&gt;
The benefit to learning WV is that the solver uses fewer moves than directly placing the final c/e pair and using standard [[OCLL]] algorithms. The average move count for optimal WV algorithms is 8.07. In addition, PLL algorithms are generally well known, since PLL is the last step of the popular [[Fridrich]] method.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Partial Corner Control]]&lt;br /&gt;
* [[Summer Variation]]&lt;br /&gt;
* [[ZZ-blah]]&lt;br /&gt;
* [[CLS]]&lt;br /&gt;
* [[EJLS]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://pagesperso-orange.fr/absolutemind/f2ll-angl.htm Sebastien Felix&#039;s WV Page]&lt;br /&gt;
* [http://web.mac.com/teisenmann/Tripod/winter.html Jack Eisenmann&#039;s WV Page]&lt;br /&gt;
* [http://ten10.myweb.hinet.net/f2ll.html Dragon Cube WV Page]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=V2uIqju7ZJo F2LL Winter Variation]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=14096 F2LL winter variation, is it worth learning?]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:F2LL Methods]]&lt;br /&gt;
[[Category:3x3x3 Methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
[[Category:Sub Steps]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;/div&gt;</summary>
		<author><name>Ostracod</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:ZZ-blah&amp;diff=5720</id>
		<title>Talk:ZZ-blah</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:ZZ-blah&amp;diff=5720"/>
		<updated>2009-10-03T04:57:55Z</updated>

		<summary type="html">&lt;p&gt;Ostracod: I was wrong!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ostracod</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:ZZ-blah&amp;diff=5719</id>
		<title>Talk:ZZ-blah</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:ZZ-blah&amp;diff=5719"/>
		<updated>2009-10-03T04:56:47Z</updated>

		<summary type="html">&lt;p&gt;Ostracod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;...I thought that the summer variation was the technique which dealt with R U R&#039; cases to orient all corners correctly? Am I blatantly wrong, or am I really smelling something fishy here? --[[User:Ostracod|Ostracod]] 04:56, 3 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Ostracod</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:ZZ-blah&amp;diff=5718</id>
		<title>Talk:ZZ-blah</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:ZZ-blah&amp;diff=5718"/>
		<updated>2009-10-03T04:56:30Z</updated>

		<summary type="html">&lt;p&gt;Ostracod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;...I thought that the summer variation was the technique which dealt with R U R&#039; cases to orient all corners correctly? Am I blatantly wrong, or am I really smelling something fishy here?--[[User:Ostracod|Ostracod]] 04:56, 3 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Ostracod</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:ZZ-blah&amp;diff=5717</id>
		<title>Talk:ZZ-blah</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:ZZ-blah&amp;diff=5717"/>
		<updated>2009-10-03T04:56:17Z</updated>

		<summary type="html">&lt;p&gt;Ostracod: New page: ...I thought that the summer variation was the technique which dealt with R U R&amp;#039; cases to orient all corners correctly? Am I blatantly wrong, or am I really smelling something fishy here?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;...I thought that the summer variation was the technique which dealt with R U R&#039; cases to orient all corners correctly? Am I blatantly wrong, or am I really smelling something fishy here?&lt;/div&gt;</summary>
		<author><name>Ostracod</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Orientation&amp;diff=3306</id>
		<title>Orientation</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Orientation&amp;diff=3306"/>
		<updated>2009-04-04T00:51:20Z</updated>

		<summary type="html">&lt;p&gt;Ostracod: Lengthening of page...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Orient means to flip/rotate a piece. On the 3x3x3 Rubik&#039;s cube, corners and edges each have their own orientation; corners can be flipped 3 ways, and edges can be flipped in 2 ways. If the cube has a picture on it, the centres can also be oriented (resulting in extra work to solve), but this is not the case on standard cubes. Because of how the cube behaves, only &#039;&#039;pairs&#039;&#039; of like pieces can be oriented; it is impossible to orient just one piece. If you rotate one corner clockwise, another one must be rotated counterclockwise.&lt;/div&gt;</summary>
		<author><name>Ostracod</name></author>
	</entry>
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