ZBLD

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ZBLD method
Information about the method
Proposer(s): Chris Tran
Proposed:
Alt Names:
Variants:
No. Steps: 2
No. Algs: ~90 (3-cycle)
Avg Moves: ???
Purpose(s):

ZBLD uses ZBLL algorithms for Blindfolded Solving especially 3BLD.

It has 2 variations, ZBLD 3-cycle and ZBLD 2-cycle. 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.

3-cycle variant

The 3-cycle variation works best with preorientation of the edges and uses 2-Gen ZBLL(2GLL) algorithms to permute the edges whilst orienting the corners, simplifying the corner phase of the BLD solve.

It uses around 90 algorithms in total, and uses the same setup moves as 3OP methods. It can be considered the next step up in difficulty from 3OP, since 3OP uses a subset of the ZBLL algorithms.

3-cycle example solve

Scramble: R' D' B2 L2 U2 R2 U L2 B2 D B2 R2 B' R F U2 F2 D' F' U R'

See at alg.cubing.net

  • Memorization

FR, BR, DL and BL is need to be flipped

On the U layer, both UBR and UBL is need to twisted CCW On the D layer both DFR and DFL is need to twisted CCW and DBL need to twisted CW

Corners: DW BV BA UX A
Edges: DX VU WT RA BJ LB

Since the edges and corners is oriented, we can use only letter on U and D face for corners and U, D face and F/B on E slice for edges Also because there parity we gonna swap UF and UR

  • Edges execution

R L B' D' F2 (M' U2 M U2 M' U' M U2 M' U2 M U) F2 D B L' R' // Orient edges Using ELL pure 4-flip algorithms

D2 R2 L D2' L' (R' U2 R U R' U' R U R' U R) L D2 L' R2 D2 // UF>UL>DL (DX), Orient DFL and DBL
because we put DFL and DBL to U layer and UBL is still on U layer, we gonna orient it, and it gonna look like H set ZBLL but with UFL oriented, so we put the buffer to UFL

R2 D' L2 R' D' R D (U' R2' U R U' R' U' R U2 R U' R2' U' R2 U2) D' R' D R L2 D R2 // UD>DR>DF (VU), Orient DFR, UBL and UFR
because we put DFR to U layer and move UBL to left side, it gonna look like Sune set ZBLL but with UFR oriented, so we put the buffer to to UFR

Because all corners already oriented, we gonna use Ua and Ub PLL now

R' D L2 (M2 U' M U2 M' U' M2) L2 D' R // UF>DB>BR (WT)

L U' (M2 U' M U2 M' U' M2) U L' // UF>BL>UB (RA)

U2' R U2' (M2 U M U2 M' U M2) U2' R' U2' // UF>UR>FR (BJ)

L' (M2 U' M U2 M' U' M2) L // UF>FL>UR (LB)

  • Corners execution

Now we gonna solve corners by any method, i'm gonna use 3-Style here

[R D' R' : [R' D R , U']] // UFR>UFL>DBR (DW)

[R' D R U' R D' R' , U] // UFR>UBR>DFR (BV)

[R' B' R : [U' , R D R']] // UFR>UBR>UBL (BA)

[R U' D2 : [R' U R , D]] // UFR>DFL>DBL (UX)

R' U2' R' F' R2 U' R' F' U' F R U R' F U2' R // UFR>UBL Parity

2-cycle variant

The 2-cycle variation is the next step in difficulty from Classic Pochmann method for edges. 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.

It uses slightly less algorithms than 3-cycle ZBLD, but is not 2 gen. It also uses the same setup moves as classic pochmann.

Pros

  • Corners is oriented after finish the edges

Cons

  • More memorization for corners orientation