The Portico Method is a 3x3 speedsolving method created by Matt DiPalma before 2017. It is derived from the ZZ Method, and the two share very much in common. The main difference is that ZZ's EOLine is replaced by EODB (the DF edge is omitted). Then, for the duration of the solve, the user is free to use F2 moves and the M'(U)M moves to solve F2L (which increases blockbuilding efficiency). The third step is COLL (42 algs). The final step is EP5 (16 algs), which solves all 4 LL edges and DF.
Comparison with ZZ
|EO-step||6.1 htm||5.3 htm||Portico 15% more efficient, easier inspection|
|F2L||19.0 htm||18.4 htm||Portico 3.3% more efficient, but F2 moves|
|Corners||12.08 htm||<12.0 htm||Portico slightly more efficient/ergonomic|
|Edges||6.75 htm||7.22 htm||ZZ 7% more efficient, 12 fewer algs|
|Total||44 htm||43 htm||Portico more efficient and easier inspection|
|Algs||46||58||ZZ has 12 fewer algs|
Portico features easier inspection and superior blockbuilding to normal ZZ-COLL/EPLL. Omission of the DF edge also accommodates more ergonomic CxLL algorithms. This of course, comes at the expense of 12 additional ExLL algs. However, many of these algs are short (M' U2 M) or memorable (M' H-perm M). See the references for the algorithm list.
For users that do not wish to learn the Sune/Antisune COLLs but know all 21 PLLs, the OCDFLL algorithm set will be useful. As an alternative to the CxLL step, it will orient all LL corners and insert the DF edge, leaving PLL as the final step. There are 8 cases with fairly ergonomic algorithms, and they are compiled in the References, below.