Difference between revisions of "LPELL"

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|text=Worst case, the com but Antisune ending.}}
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{{Alg|L' U2 R U R' L U L' U L}}
 
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=== B L ===
 
=== B L ===
 
{{case
 
{{case

Revision as of 13:25, 16 March 2011

LPELL method
LPELLinfo.png
Information about the method
Proposer(s): Kenneth Gustavsson
Proposed: 2011
Alt Names:
Variants: ZBF2L, VHF2L
No. Steps: 2 or 1.5
No. Algs: 2x6 or 2x48
Avg Moves: ? HTM
Purpose(s):

Last pair and edges of the last layer is a method that solves the last F2L pair and all edges of the last layer.

Intermediate:

This is diveded into two sub steps:

  • LPEOLL, orient all edges and pair up (any order). This is a intuitive step. Using algorithms is possible but you would need the same number as for ZBF2L.
  • LPEPLL, place the last pair and permute all edges, that are six cases and their mirrors.

LPELL is mabye not so useful for speedsolving but for FMC, after the step is done you will have L4C left, 1:3 times it will be only L3C and 1:324 you will have a compleate LL-skip. All L4C cases are easy to solve using one or two commutators. In FMC, to save moves the commutators are preferably inserted in the skeleton if such a point is found.

Optimal algs for the second part will be listed here soon

Advanced:

A second way to solve this step is to first pair up and then do the rest in one look. There are 48 + 48 mirror cases for the second half. An advanced method that, if you include L4C places the last pair and solve all of the last layer in two looks and 'only' 180 algs. Recognition for the edges is awful if you just look at it, but is not harder than COLL or something, if you use sticker colour recognition.

The cases are not listed on the internet, some day you may find them here...

Mad:

  • All in one?
  • Forget it! There are thousands of cases. (six times ZBF2L)

LPEPLL Cases

Some algs may need a leading AUF if you are in the same position as the image, these are not explicity written here.

R cases

L B

LPELL RLB.jpg

Name: L B
Used in: LPEPLL
Optimal moves: 9 HTM
All solved here, but just placing the pair will swap two edges, that are optimally solved by sneaking in a backside Amtisune.

Speedsolving Logo tiny.gif Alg R U' R2 U2 R U R' U R

R B

LPELL RRB.jpg

Name: R B
Used in: LPEPLL
Optimal moves: 3 HTM
Z edges, just place from U2 position.

Speedsolving Logo tiny.gif Alg R U2 R'

L R

LPELL RLR.jpg

Name: L R
Used in: LPEPLL
Optimal moves: 3 HTM
The usual R U' R pair.

Speedsolving Logo tiny.gif Alg R U' R

R L

LPELL RRL.jpg

Name: R L
Used in: LPEPLL
Optimal moves: 10 HTM
Worst case, the com but Antisune ending.

Speedsolving Logo tiny.gif Alg L' U2 R U R' L U L' U L

B L

LPELL RBL.jpg

Name: B L
Used in: LPEPLL
Optimal moves: 7 HTM
Sune style solution

Speedsolving Logo tiny.gif Alg R U R' U' R U' R'

B R

LPELL RBR.jpg

Name: B R
Used in: LPEPLL
Optimal moves: 7 HTM
A 3-cycle commutator.

Speedsolving Logo tiny.gif Alg L' U2 R U R' U2 L